demiurg-warhost
TRANSCRIPT
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DEMIURG WARHOST
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Codex: Demiurg Warhost2
Wrien and Compiled by: Richard I. Fogarity
E-mail Address: [email protected]
Website: fog99uk.blogspot.com
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3Codex: Demiurg Warhost
Introducon Page XX
The DemiurgAncient History Page XX
Age of Founding
Age of TradeAge of Wars
Age of Rediscovery
Age of the Imperium Page XX
The Homeworlds
The Leagues
The Guilds
The Ancestors
Page XX
The Age of Betrayal
Age of Renewal
Age of Retribuon
The Demiurg Race
The Ancestors
The Siege of Gamoran Page XX
The Clans Page XX
Clan
Support Formaons
War Machine Formaons
The Stronghold Fleets Page XXStronghold Fleets
Demiurg Ship Classes
Trade & Treaes Page XX
The Imperium and the Mechanicum
Orks and Eldar
The Tau Empire
Others
Forces of the Demiurg Page XX
Ancestor Lord Ruairi RedmaneGuild Lord Donald son of Ragnal
Warlord
Living Ancestor
Lord
Guild Engineer
Hearthguard
Hearthguard Support Squad
Ironguard
Bale Robots
Crusader Reconnaissance Group
Warrior Clan
Enforcer Clan
Miner ClanKroot Carnivore Kindred
Guild Bike Squad
Guild Trike Squad
CONTENTS
Iarann Iolair Gyrocopter
Iron Hawk Gyrocopter
Thunderer Clan
Support Weapon Baery
Tarantula Sentry Group
Cu Sidh Bale Tank
Cait Sidh Tank DestroyerSpartan
Termite
Wargear Page XX
Weapons
Vehicle Armoury
Armour
Other Equipment
Living Ancestor Spirit Powers
Creang a Demiurg Warhost Page XX
Demiurg Army List Page XX
HQ
Elites
Troops
Transports
Fast Aack
Heavy Support
Summary Page XX
Contents
Demiurg have long memories and never forget anact of treachery or a broken promise. The relation-ship between the Homeworlds and the Imperium wasalways strained, and the history of the two peoplesis studded with bouts of war and ill-feeling. Demiurgare not diplomatic by nature, their brutal mannersand fierce tempers do not always inspire confidencein men. Eldar regard them as little more than beastsand only barely preferable to Orks. But the Demiurgcare little for the effete ways of men or the or the
mincing delicacies of the Eldar. Demiurg are robustin body and bluff in manner, and consider other races fragile and lacking in good, honest Demiurg virtuesof comradeship and directness.
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Codex: Demiurg Warhost4
Warhammer 40,000The Warhammer 40,000 rulebook contains the rules you
need to ght bales with your miniatures set in the war-torn
universe of the 41st millennium. Every army has its own Codex
book that works with these rules, allowing you to turn your
collecon of miniatures into an organised force ready for your
games of Warhammer 40,000. This Codex everything you need
to know about the Demiurg.
Why collect a Demiurg WarhostThe warriors of a Demiurg Warhost are not simply soldiers
employed to ght wars on behalf of their superiors. Every one
is just another survivor of a shaered race. They rely on their
stoicism, duty and honour to see them through to victory, sup-
ported by advanced weaponry and massed arllery barrages.
One of the most appealing aspects of the Demiurg is their long
and relentlessly harsh history and the bier animosity it has
caused with the older races of the galaxy.
How this codex worksCodex: Demiurg Warhost contains the following secons:
The Demiurg: The rst secon introduces the Demiurg and
their place in the Warhammer 40,000 universe. It includes full
details on their history; the dening events that shaped them
into what they are today.
Forces of the Demiurg: Each and every character, troop type
and vehicle in a Demiurg Warhost is examined in this secon.
Firstly you will nd a full descripon of the unit, describing its
role within the army and its specialist combat abilies. Sec-
ondly you will nd complete rules for the unit and details on
any unique skills, wargear and abilies they can use in pursuit
of vengeance against those who abandoned them.
Wargear: This secon contains full details of the weapons,
armour and equipment used by the soldiers of a Demiurg
Warhost.
Creang a Demiurg Warhost: This secon contains photo-
graphs of models used for the various units in the Demiurg
army as well as colour schemes for the various Stronghold
Fleets.
Demiurg Army List: The army list takes all of the units pre-
sented in the Forces of the Demiurg secon and arranges them
so you can choose an army for your own games. Each unit type
also has a points value aached to help you pit your forces
against an opponent’s in a fair match.
INTRODUCTION
Introducon
Do not underestimate the Demiurg. They survived for millennia cut off from the Imperium and assailed from all sides. Their determination and resilience is
an example to all.
Leman Russ Meditations on Imperial Command, Book XVI
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5Codex: Demiurg Warhost
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Codex: Demiurg Warhost6
The Core
The core of the galaxy hosts a black hole millions of mes
more dense than Sol. Ringing the black hole is an accreon
disk of maer heated to immeasurably high temperatures by
the forces exerted by the black hole. The maer of the disk
is slowly drawn from a ring of ancient stars born in the early
ages of the galaxy’s youth. The red-hued stars of this inner ringare numbered in the thousands. An outer ring of colossal stars
brought into existence in the recent past, but sll long before
any of the races currently inhabing the galaxy.
The planets of the Core are many and varied; from gas giants
to molten metallic spheres. Amongst the planets of the Core
are numerous mineral-rich desert worlds. The gravity of these
worlds is great; usually two or three mes that of Terra and
somemes more. These huge worlds are rich in minerals but in
all other respects barren and lifeless. Those that orbit the an-
cient stars are shadowy, sombre places while those that orbit
the young stars have surface temperatures so high of the lightside that the rocky surface melts into a hemisphere spanning
sea of lava. All of the worlds of the core are inimical to plant
life so impossible to terraform. Barren, cheerless and inhos-
pitable, it is hard to imagine anywhere less likely to nurture
human existence.
The Age of Founding - 20,000 AD
The history of the Demiurg begins with the Age of Found-
ing. Although unrecognizable as such the Demiurg race were
once human. During the period known in the Imperium as
the Dark Age of Technology when humans spread throughout
the galaxy from Terra, the rst human colonists reached the
worlds around the galacc core. Here they found vast mineral
wealth including compounds smelted in the furnaces of dy-
ing suns. They discovered strange substances formed at the
galaxy’s birth before the stabilisaon of the laws of physics.
The discovery of these almost limitless resources came at just
the right me, for Terra’s own mineral wealth was by now long
exhausted. The exploraon and exploitaon of the galacc
core became imperave for mankind’s survival. Thousands
of specially adapted spacecra were dispatched to reap the
harvest and with them went hundreds of thousands of miners,
engineers and explorers. Soon the galacc core became the
most densely populated part of the galaxy.
The original colonists were hardy miners and explorers, tough
froners folk who dreamed of nding fabulous wealth and
returning back to Terra. They dug homes for themselves in the
rocky landscape, creang self-contained communies from the
tunnels and load chambers of exhausted mines. Although huge
cargo ships brought food with the colonists, the only way to
feed the growing populaon was to grow nutrient rich algae in
arcially lit hydroponic tanks deep below ground. Dried and
processed, this provided a basic material that could be ground
into our, retextured into coarse synthec foods or even
brewed into crude but highly potent ale.
The high gravity, harsh environment and monotonous diet
gradually had their eect on the selers. They became physi-
cally shorter and more resilient. They also became surprisingly
tough for their short stature with thicker skin and dense mus-
cles. This process must have taken many thousands of years,
during which me the new race began to develop a disncve
cultural identy. They also acquired a new name - the Demiurg,
oen translated as half-human although the true meaning is
only known to the Demiurg themselves.
Age of Isolaon - 23,500 ADAt some me in the distant past the galacc core was cut o
from the rest of human space by devastang warp storms.
Many worlds were swallowed by the warp and disappeared
forever; others were trapped in stasis and became lost. Most
survived, although they were separated from Terra and all
contact was lost with the rest of the galaxy. During this me of
isolaon and danger the Demiurg worlds sll in contact with
each other began to organise for their mutual defence. It was
at this me the Demiurg began to refer to their worlds as the
Homeworlds.
The Homeworlds remained isolated for thousands of yearsand the inhabitants learned to survive in a universe that was
becoming increasingly hosle. With their planets inaccessible
to the human eets the Demiurg built their own spacecra
and developed their own weapons to ght o marauding
Chaos warbands and plundering Ork Warlords. Some of the
Homeworlds were lost to invasion, others were destroyed by
environmental instability, and a few were devastated by inter-
nal strife. Those that survived grew and prospered; selements
were enlarged and fored into impregnable Holds.
Le to fend for themselves, the Demiurg were obliged to devel-
op their own technological base. Not only had they to reinvent
complex machines such as spacecra and advanced weaponry,
but they had to keep their life-support systems and hydroponic
units acve. Without air, heat and food the Demiurg commu-
nies would not have been able to survive, and such maers
became a priority for them. Fortunately the natural experse
and ingenuity of these hardy miners enabled them to exploit
the materials at hand, and they quickly developed alternave
technologies to make up for the lack of supplies from Terra.
Ancient History
ANCIENT HISTORY
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7Codex: Demiurg Warhost
Age of Trade - 25,500 AD
The Age of Trade took place during a slight abatement of the
warp storms during the Age of Strife and led to the Demiurg
encountering other races, including Orks and Eldar. The Age
of Trade lasted for nearly three millennia, but nally collapsed
when an enormous Ork bale-eet, under the command of
Grunhag the Flayer, aempted a full-scale invasion of the
Homeworlds. At the beginning of the Age of Trade, some
strongholds were aacked, but the aliens quickly realised thatthe Demiurg were determined and tenacious ghters, and that
trade was a more praccal arrangement. The Demiurg took
full advantage of their tremendous mineral wealth, which they
traded for weapons, foodstus and high-technology systems.
The Demiurg remained carefully neutral in the numerous
conicts between Eldar and Orks, maintaining trade links with
both sides. There were inevitably small wars from me to me,
but for the most part the Demiurg’s complex structure of trea-
es and trade agreements maintained a stable peace.
Age of Wars - 28,500 AD
The Homeworlds lay close to the two most dangerous adver-
saries in the galaxy, the followers of Chaos who dwelled in the
Eye of Terror and the extensive Ork empires of the northern
spiral. The Demiurg never relented in their struggle against
Chaos and lost no me in tracking down and destroying Chaos
raiders. The main threat from Chaos forces has been in space,
where warbands aack ships as they move through the Warp.
The other great enemy of the Demiurg became the Orks.
During the Age of Trade the Demiurg were content to leave
the Orks alone and even traded with them to some extent.
The Homeworlds are inhospitable to Orks in any case so there
was never any great clash of interests between the two races.
This state of aairs could not last for very long. The Demiurg
records of their early history are confused and incomplete, but
it is clear that aer come period of mutual trading the Demi-
urg found themselves under sudden assault from massive Ork
forces. Losses on both sides were astronomical, with vicious
tunnel-ghts through the mine workings and bloody pitched
bales in the Demiurg’s underground selements. The Demi-
urg appealed to their Eldar trading partners for help against
the invading Orks, but none was received.
Caught by surprise several Strongholds fell to the Ork invaders
and only a last ditch defence eventually brought the green-
skinned aliens to a halt. The Demiurg were appalled at the
massive loss of life but also at the unashamed treachery of
the Orks. The Demiurg never forgot this lesson. Some of the
more enduring Demiurg legends tell of the hopeless defence
of a beleaguered fortress or a stranded Land Train under Ork
aack. Many wars have been fought against the Orks since the
rst aach and each conict is bierly fought to the last proud
and deant Demiurg Warrior.
The Age of Wars, as it became known, is regarded by the De-
miurg as one of the blackest chapters in their history, and the
double betrayal by Orks and Eldar gave rise to a cultural enmity
that sll persists. Many Strongholds were destroyed, swept
away by the green de of invading Orks. The tradional epic
ballad known as The Fall of Imbach commemorates one such
aack.
Ancient History
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Codex: Demiurg Warhost8
So Grunhag led his host to Wyss, Encamped upon the plain of Swend. Proud Hargan and rich Erlach fell, Destroyed and ravaged and defiled,“You see my power” Grunhag quoth,“Let Imbach see and quake in fear,
“And pay me treasure, wealth and slaves.” He added with a sneer.
Lord Uri sat in Imbach’s hall, His brow as hard as knotted flint.
“No Ork shall our folk as slaves, Nor what we win from laden rock,While one in Imbach still draws breath.”
He told proud Grunhag “Nothing Is yours except an Ork-shaped hole,
And headstone with your name.”
Called Imbach to the vain Eldar,“Your enemy is at our gates.
Come to our aid against your foes,Together let us lay them low.”
The Eldar never made reply,But left fair Imbach to the Orks.
“We fight alone then.” Uri said,“Our friends leave us to die.”
- From The Fall of Imbach
Age of Rediscovery - 28,800 AD
The warp storms that isolated the Homeworlds lasted for many
thousands of years and only dissipated a lile over ten thou-
sand years ago, this freed human and Demiurg spacecra to
and among the Homeworlds again, and contacts were quickly
re-established between the former colonies and the newly
founded Imperium.
During their isolaon the Demiurg had changed. They were
no longer human and their civilisaon had taken a divergent
path that gave them many advantages over the Imperium. The
Homeworlds and the Imperium traded for their mutual benet
and, for the most part, enjoyed peaceful relaons. Demiurg
and humans shared many common enemies, including Orks, so
it was in both races interests to cooperate wherever possible.
However relaons were not enrely peaceful by any means.
Demiurg are intensely proud, blu and straighorward, they
take great oence at any slight to their honour or double-deal-
ing, especially in maers of trade, and are likely to be stubbornin pursuit of retribuon.
The rst contact the Demiurg had with the Imperium was
during the early years of the Great Crusade.
The Iron Warriors Legion was dispatched to the Galacc
Core in search of isolated human worlds and bring them to
compliance. The Space Marines were expecng to nd isolated
systems, most likely under the yolk of an alien race, as had
been the case with the majority of worlds discovered so far in
the Great Crusade. What they were not expecng was a vast,
strong and independent empire of once-human colonists.
Although the millennia had made drasc alteraons to the
Demiurg, the Iron Warriors recognised them as descendants of
humanity and aempted peaceful negoaons.
The Iron Warriors sent out communicaons stang their
identy and proclaiming their purpose to reunite the scaered
remnants of humanity, to bring them into the Imperium
under the rule of the Emperor of Mankind. While the Demiurg
were eager to make contact with their long-lost kindred and
the Birthworld the Demiurg would never relinquish their
independence and refused to accept compliance. With this
clear and un-negoable refusal The Iron Warriors immediately
set about bringing the Demiurg Homeworlds to compliance byforce.
Thus far in the Crusade the Legiones Astartes had yet to come
across any serious challenge to their military might. They were
to nd just such a challenge from the Clans of the Demiurg.
The campaign that followed quickly became one of the most
bier and brutal of the Crusade. The tough and resolute
defenders fought the invaders with every ounce of courage
that could be mustered.
The Iron Warriors found themselves on the losing side for
the rst me since they set out on their Crusade. In the
labyrinthine tunnels of the Homeworlds there was lile cover
to be had and their Mk.II Crusade Armour proved to be poor
defence against the superior weaponry of the Demiurg. This
led to the development of Mk.III power armour, commonly
known as Iron Armour, with increased protecon on the front.
This development evened the odds for the Space Marines but
the relentless ghng connued, with heavy losses sustained
on both sides. Eventually the Iron warriors were forced to
realise the fulity of the campaign against the Demiurg and
retreated to form a defensive cordon between Imperial and
Demiurg space.
Following the retreat of the Iron Warriors the Imperium sent
envoys to the Demiurg Warlords in an aempt to negoate
their compliance, feeling that the Iron Warriors negoaons
failed because of their warlike nature. The envoys quickly
realised that they would also fail to bring the Homeworlds
to compliance but learned much about the Demiurg. Most
important of these facts was the vast mineral wealth the
Demiurg possessed.
The Great Crusade required massive resources to sustain
momentum. The Imperium had begun to struggle to supplythe ever expanding armies and newly compliant worlds, so
the unprecedented decision was made to acknowledge the
Demiurg’s independence.
The Imperium immediately began trading with the Demiurg
Homeworlds. The vast resources and producon capabilies
of the Demiurg were now at the Imperium’s disposal. The
relaonship between the two empires ourished. New
and ancient technologies ooded into the Imperium, who
connued to expand through the galaxy.
Ancient History
The Founding and the First Ages
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9Codex: Demiurg Warhost
The Imperial Civil War
When Horus turned traitor he aempted to bring the Demiurg
over to his cause but failed.
The Demiurg hold no ideals higher than honour and loyalty,
and there is nothing more wretched in Demiurg society thanan Oathbreaker, and to break the treaes made with the
Imperium and side with a traitor was unthinkable.
Since the Age of Isolaon began the Demiurg Homeworlds
have suered Chaos Incursions uncounted mes. Having
fought against these foes for millennia the Demiurg learned
much about the followers of Chaos, and the Powers they
served. In the years before the Heresy the Demiurg noted the
path many of the legions were taking and sent messages the
Birthworld. Whether the messages were lost to the Warp, we
intercepted by traitors or were simply ignored is not know, but
it would seem the Imperium did not act on them.
It is without doubt that with the resources of the Demiurg on
his side, Horus would have made his advance on Terra much
sooner and the whole course of the war could have gone in his
favour.
Aer the Heresy there was much to rebuild and the Demiurg
were once again called upon for aid. Not only did they supply
the crippled Imperium but even sent out engineers across the
galaxy to lend their experse and knowledge where the much
reduced Mechanicum were unable to have a presence.
In addion to lending materials and engineers to the Imperium
the Demiurg Empire sent out many young Warriors to ght
alongside the soldiers of the newly formed Imperial Guard.
Ancient History
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Codex: Demiurg Warhost10
The Demiurg, known in the Imperium by the derogatory term
Squats due to their short stature, and their Homeworlds were
almost unique in the Imperium; though they were a part of the
Imperium they were not directly controlled by the Administra-
tum. Instead, they were allowed a certain amount of auton-
omy, being ruled by the Strongholds and Leagues just as they
were before and during the Age of Rediscovery. The experienc-es of the previous millennia had le the Demiurg with a strong
sense of cultural unity and a ercely independent nature, and
instead of rejoining the Imperium as subject worlds; the Home-
worlds negoated a series of treaes, which enabled them to
keep their independence. The racial character of the Demiurg
- hard-working, tenacious and honourable - was almost perfect
from the Imperial point of view, and the Imperium was content
to allow them a great degree of self-government.
Both the Imperium and the Demiurg beneted from this
arrangement. The Homeworlds provided allied troops who
would ght alongside Imperial armies and the Imperial Guardprovided military support to the Homeworlds when necessary,
as they would any other threatened Imperial world. Addion-
ally the Demiurg traded their mineral wealth exclusively with
the Imperium.
The Adeptus Mechanicus were highly interested in the Demi-
urg and the Homeworlds for several reasons; Demiurg pos-
sess a high level of technical experse which seems to come
naturally to the race, and the Homeworlds as a whole pos-
sessed the greatest amount of surviving STC equipment in the
Imperium. The Demiurg were said to have allowed the Adeptus
Mechanicus access to a great deal of Demiurg technology.
However it is also said the Demiurg kept much of their technol-
ogy from other races, regarding the Adeptus Mechanicus as
lile more than sorcerers mired in superson.
During their long isolaon the Demiurg were forced to become
self-sucient in order to survive the barren environments
of their Homeworlds. They have also managed to maintain
technological knowledge and experse, which has allowed the
race to connue to progress technologically. Accordingly the
Demiurg have developed their own advanced technologies,
which not even the most technically-adept of the Techpriests
understand. These include the lile understood neo-plasma
reactors powered by a warp-core and held in thrall by azero-energy containment eld. The Demiurg never shared
the specics of exactly how warp-cores funconed. Although
they experimented with using the cores themselves as a form
of spacecra propulsion but decided against using them for
this purpose due to several undivulged risks. No other race
has developed this technology and the Adeptus Mechanicus
gave up on their experiments with stolen warp-cores aer the
infamous Contagion of Ganymede. Some of the technology
developed by the Demiurg engineers is sll considered too
dangerous and remains unused. Many of the weapons and
equipment that are now in regular service with Imperial forces
were originally developed by the Demiurg. This includes the
Leviathan super-heavy assault transport, Thunderre cannon,
Thudd gun and Tarantula. There are also thousands of other
ubiquitous pieces of technology created by the Demiurg in use
throughout the Imperium.
It was also common for the Demiurg to alter, improve and
experiment with technology received in trade, oen incing
animosity with the Mechanicum when they did so with STC
technologies. One such example is with the RH1N0 template.
The Demiurg took the vehicle and improved its armour and
drive mechanisms, and developed scores of variants on the
design, acts considered by the Techpriests as heresy towards
the Machine God. The Demiurg have also made extensive
developments with bolt technology, miniaturizing them so that
they could be easily be wielded by Demiurg soldiers and creat-
ing bolt weapons more suitable to the condions the Demiurgusually ght.
In war, the Demiurg used squads of motorcycles supported by
massive barrages from juggernaut war machines such as the
Land Train, Colossus, Cyclops and Leviathan and massed arl-
lery baeries. They also used advanced armour, such the heavy
exo-armour and made extensive use of personal power elds.
The Homeworlds
There were several thousands of Homeworlds during the age
of the Imperium. Each Homeworld had one or more strong-
holds and each Stronghold was more or less an independent
community with its own laws, tradions and armed forces. If
a world had several Strongholds, as most did, it was usual for
one to be pre-eminent so as to have nominal rule over the
lesser Strongholds. Each of these communies were built over
labyrinths of mine workings, which delved deep into the rocky
planets. Strongholds were vast, containing everything needed
to maintain their civilisaon, including workshops, hydroponic
plants, power generators and atmospheric pumps.
The size and inhospitable environments of the Homeworlds
mean that their surfaces were mostly barren and uninhabited.
The strongholds themselves were havens amongst plains of
solid rock and seas of shale and dust. Their atmospheres weremainly composed of inert gasses so it was only possible to sur-
vive in the Strongholds or in one of the outposts doed over
the planets.
Outposts would be built for many reasons; some simply watch-
towers erected to observe the atmospheric approaches, others
to house baeries of huge lasers that defended the planet
from aack. The most common outposts by far were the
mines. Although the Strongholds are situated over the original
mine sites and could sll be worked it was very me consum-
ing and expensive to do so as the remaining deposits laid deep
underground. It was more praccal to build new mines in ore-
rich regions.
To reach their mines the Demiurg built huge mobile fortresses
called Land Trains, whose vast tracks enabled them to cross the
On one side of me stand my Homeworld, Stronghold
and Clan; on the other, my Ancestors. I cannot behaveotherwise than honourably.
Warlord Kettri son of Egil, Grindel Stronghold
Age Of The Imperium
The Age of The Imperium
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11Codex: Demiurg Warhost
daunng connental shelves and dust seas. This was a danger-
ous business, for most of the Homeworlds had thick layers of
nely pulverised rock that owed very much like water.
It was possible to cross these dust seas but accidents were
common and Land Trains were known to disappear without
trace if the ventured into deep dust. The dust itself oen had a
high ore content and was mined by specially designed factory
Land Trains equipped with massive scoops and towing pow-ered track-cars of ore, supplies or living quarters. The Iron Sea
of Grendel was renowned for being the greatest single source
of ferrous ore in the enrety of the Homeworlds. Other dust
seas worth harvesng were composed of chromium com-
pounds, silica or ny mineral crystals.
The weather systems of the Homeworlds were unpredictable
and, like the planets themselves, on a massive scale. Storms
were able to whip up the dust seas into abrasive winds that
could strip a man down to the bones in mere seconds and
nothing but atoms in the wind within a few seconds more.
Such storms were known to spring up suddenly and without
warning, and were able to last for days or even weeks on end.
Occasionally a dust storm would cover a whole world, plunging
it into darkness as the roiling clouds blot the dim light of the
stars completely. At such mes it was impossible for aircra to
y or spaceships to land. The Demiurg became used to their
harsh worlds and learned to sense the subtle changes in the
breeze and air pressure that heralded the coming of a storm.
Deep below ground in their Strongholds the Demiurg would
be safe from the turmoil above and could survive for years if
necessary.
The LeaguesAlthough each Demiurg Stronghold was independent they have
developed relaons with each other. Some Strongholds had
been allies for thousands of years and interchange of peoples
and cultures made them virtually one naon. Others were
loosely federated to their neighbours and shared the duty of
patrolling local space and defending outlying planets against
aack from Chaos or Orks. Alliances were usually formed
for defence or trading purposes but they also dened power
blocks within the Homeworlds, where the most powerful rivals
gathered together the other Strongholds into mutually sup-
porve Leagues.
Each League was led by a single powerful Stronghold and
included many other Strongholds that either relied upon their
leader for trade and defence or idened themselves their
League on cultural or historic grounds. It the Demiurg civilisa-
on’s height there were approximately seven hundred Leagues
in all, the most powerful being the inuenal League of Thor
that included over three hundred Strongholds. The other
Leagues were less powerful, and the smallest was the League
of Emberg, made up of only four Strongholds, that lay close to
the Eye of Terror.
Other Leagues were the League of Kapellar, which was actually
the largest in size, and the League of Norgyr that lay closest toTerra. Although these Leagues, and many others, were per-
manent instuons others represented looser or temporary
alliances between Strongholds. The total number of Leagues
therefore varied but the most inuenal remained fairly con-
stant and formed the largest united polical instuons of the
Demiurg.
Although the Demiurg have a strong sense of mutual preserva-
on it has been known for rival Leagues to go to war against
each other. Such occasions would oen lead to lasng enmity,
for Demiurg are inclined to remember deeds of infamy for
many generaons. The League of Thor and League of Grindelfought an unusually bier war when selers from both sides
clashed over the exploraon of the Lost Stronghold of Dargon.
The war that followed resulted in the destrucon of several
Strongholds and the capture of Thungrim and Bruggen by the
League of Thor. Peace only came with the huge Ork invasion on
Grunhag the Flayer, which obliged all the Leagues to cooperate
against their mutual foe. Although the war ended with the rout
of the Orks the two Leagues have remained distrusul rivals
and both sides considered themselves owed heavy debts of
blood and honour.
The Guilds
When their civilisaon was isolated from the rest of human
space the Demiurg found it necessary to preserve the engi-
neering skills and knowledge they possessed for future genera-
ons. Their lives depended upon maintaining their Strong-
holds, generang air and food, and defending their worlds
from aack. To this end they evolved a system of Engineering
Guilds. The Guilds drew together all the informaon and
knowledge available and set about recording it for future gen-
eraons. As the years passed the Guilds became the repositor-
ies of knowledge and Guild training produced all the engineers,
miners and other specialists vital to keep the Strongholds
running. Through the passing centuries the guilds spearheaded
research into alternave technologies and invented many ofthe machines that remain unique to the Demiurg.
The Guilds extended across all Strongholds and Leagues al-
lowing informaon to spread throughout the Homeworlds.
Inially this was necessary because knowledge and specialists
skills were spreads throughout the Homeworlds and had to be
drawn together just to enable the Strongholds to survive. As
the Guilds developed they sought to maintain the free pas-
sage of informaon despite the rivalries of individual Home-
worlds. The Guilds became the common factor that united all
of the Strongholds, enabling each to benet from advances in
technology and discoveries of ancient knowledge. Althoughindividual Guildsmen would be loyal to their own Stronghold
they also owed loyalty to their Guild and to the disseminaon
of knowledge.
The Guild has succeeded in developing several new technolo-
gies that are exclusive to the Demiurg and are not even under-
stood by the Technomagi of the Adeptus Mechanicus on Mars.
These include the warp-core powered neo-plasma reactors.
The Demiurg have mastered the use of many other technolo-
gies and developed many others that they considered too
dangerous to use. Although the Guild would make its discover-
ies available to its own members it would oen keep the more
advanced technologies from the other races. The Demiurghave a praccal and straighorward atude to technology that
is very dierent from the neo-arcana of the Imperium.
Age Of The Imperium
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Codex: Demiurg Warhost12
The Age of Betrayal - 36,000 ADTwo thousand years ago a Tyranid Hive Fleet pierced like a
dagger straight to the heart of the Galaxy. The Imperium, in a
shocking act of treachery, refused to send aid to their be-
sieged allies. The hive eet engulfed the galacc core where
the Demiurg Homeworlds lay, swarming through the holds,
mines and factories slaughtering everything in their path. The
proud Demiurg race and over twenty thousand years of history,
turned into raw genec soup, read to be devoured by the livingships of the hive mind.
Realising they could not defeat the invaders alone and with no
aid from their allies the Leagues gathered together as many
vessels as they could, lled with survivors evacuated from the
various worlds under their control. With the ships gathered
into rag-tag ollas they ordered the use of the experimental
warp-core drives. As the drives powered up, prayers were
made to the Ancestors for guidance and they gave themselves
over to fate. In blinding ashes of light the ships vanished and
nothing more was heard from them.
Aer years of feasng on the dead the Tyranids retreated
back into the void. With the Demiurg destroyed the other race
advanced, descending like carrion birds aer bale, annexing
the Homeworlds for themselves. No trace of life was found
and it was assumed that the Demiurg peoples had been uerly
wiped from existence. The Mechanicum ached at the loss of so
much ancient technology, while rejoicing at being able to have
access to the mineral rich core worlds without paying taxes to
their owners.
The worst crimes of all were those commied by the Ordos
of the Inquision. With only a few scaered Demiurg spread
throughout the Imperium they took their chance to wipe arace they either saw as herecal mutaons, or as foul Xenos
scum, that should be purged like a virus. These organisaons
began hunng down Demiurg who were spread through the
Imperium, slaughtering them and removing any references to
them from the archives. The agents of the Inquision were so
thorough in their genocide that all traces of the Demiurg were
wiped from existence and within a few short generaons they
were forgoen.
Most especially the loathing of the Demiurg is focussed upon
the agencies of the Inquision and the Techno-magi of the
Adeptus Mechanicus of Mars. Following the Tyranids’ destruc-on of the Homeworlds, and the devouring of their people, the
Mechanicum sent agents, like carrion birds, pouring through-
out the Demiurg planets searching for every scrap of technol-
ogy that survived.
There are a few surviving legends of a squat and hardy race
that had died out long ago. Only a handful of people know
the true history and fate of the Demiurg within the Imperium.
Amongst these are Inquision leaders and Astartes command-
ers, although even they know very lile. For over four millen-
nia the Imperium has had no contact with the Demiurg.
The Demiurg
The Squats have advanced our cause considerablyover the millennia. On no other group of worlds has
so much Dark Age technology survived, nor so muchexpertise been preserved.
Morgin Harad, Adeptus Mechanicus
The Tech-adept rewound the tendrils into the stumpof his wrist. “The nature of this device is not clear tome,” he said mournfully. The short figure at his sidebustled up to the console.
“Well, shift your spanners and let’s have a look atthe thing.” The Tech-adept sidled uncomfortably
away, and the Demiurg peered into the casing. “Now,then,” he continued, as much to himself as to the Adept, “Hydroplastic power transmission, controlsattached to a timer and what looks like an encoder, a pressure chamber at the centre, surrounded by... “TheTech-adept, who was looking over his shoulder bythis time, shot a manipulative tendril into the ma-chine, seizing a frayed and broken end of cable.
“If we remake this join...” He began, enthusiastical-ly. The engineer laid a restraining hand on his arm. “Ireally wouldn’t recommend it.” He said, “You see, Iinterpret this device as an unusually complex plasma
bomb, and that cable you’re holding goes direct tothe arming mechanism.
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13Codex: Demiurg Warhost
You misunderstand, this is Tau space, despite whatthe Gue’la may claim, and you are welcomed to itas friend. We too have suffered difficulty with theOr’es’la, since it seems they wish no unity. We wouldbe honoured to have you fight alongside us againstthis common enemy. You will find it to the benefit ofboth our peoples, You will find it, I have no doubt, to
be for the greater good.
Por’O Dal’yth V’Rok greets the ThurmClan during first contact with the Demiurg
The Age of RetribuonThe Demiurg are a paent race. Content to sail the vast ex-
panses of the Eastern Fringe they have been slowly rebuilding
their strength. Brooding in their hatred they have amassed
powerful forces.
Unl now the only contact with them has been the rare
instances of their commerce vessels accompanying Tau eets.
The waing is now over, the vast Stronghold Fleets are movingout from the void, pushing into Imperial space and aacking
the Isolated froner worlds at the far eastern extremies of
the Imperium. Once the eets have smashed the defending
ships in orbit the forces of the Demiurg descend in gargantuan
drop ships. They devastate the Imperial forces, aen cies
and appropriate technologies and materials as they see t.
This done they will most oen leave the shaered world as a
message to the Imperial instuons that the Demiurg are far
from exnct and they have returned to punish all those who
betrayed them.
The rst me a true Demiurg Stronghold Fleet entered anImperial system, and made planet fall, the false beliefs of their
exncon were shaered. As the gargantuan war machines
dropped from orbit, amidst precise orbital bombardments and
giant troop transports, even the very ground shook with jus-
ed fear.
The rst world to fall to the Demiurg was a remote planet
named Forehope, a froner world at the edge of Imperial
space in the Eastern Fringe. The psychic death scream of the
Planetary Governor’s private astropath etched a vivid image
into the minds of psykers in neighbouring systems. The im-
age of colossal war machines and massive arllery baeries,
leagues of stunted, human-like aliens ring bolts of ame-wreathed lightning, and the res of a burning hive city rising
skyward behind them.
The Demiurg have nally returned to wreak their terrible re-
venge on all those who abandoned and betrayed them.
The Age of RenewalThe surviving Demiurg found the warp-core drives had scat-
tered them across the enre Eastern Fringe of the galaxy. Pride
and bierness kept them from seeking refuge with the Imper-
ium and dried alone through space for many years. Over the
centuries the clans came to consider their vessels as home,
protector, friend and saviour and could not imagine abandon-
ing their honoured spirit and seling on new worlds. Instead
they built upon the vessels, turning what in many cases weresimple transport ships into the heart of colossal Hold Ships.
Through millennia of research and experimentaon they man-
aged to learn how to control the powerful warp-core drives
and increased the eciency of the neo-plasma generators to a
level more than sucient to run a Hold Ship. Occasionally ships
would come across each other in the void. Every such reunion
was marked with great celebraon and new bonds of Clan
were formed.
From me to me the scaered Demiurg would come across
other alien species. While some were hosle towards them
others would enter into trade, receiving technology or benet-ing from the vast experience and wisdom of the Living Ances-
tors.
One such meeng involved the Hold Ship of Ruairi Redmane
encountering a handful of Kroot vessels engaging crudely built
Ork ships. Outnumbered and wavering in the face of the feroc-
ity of the Orks, the Kroot were relieved when the Hold Ship
drove forward, pummelling the Ork ships with colossal weap-
ons baeries and strange beam weapons. The smaller ships
were torn apart, scaering wreckage for thousands of kilome-
tres. The larger ships reeled from the withering re and were
cut in half by the beam weapons as they tried to disengage.
Aer the Orks had been defeated the Demiurg Warlord opened
communicaons with the Kroot and oered their assistance in
repairing the damaged Warspheres. The Kroot Shaper agreed
with gratude and the Engineers began making repairs. Over
me the two became close trading partners and the Kroot and
Demiurg became trusted and valued friends.
It was through the Kroot that the Demiurg rst met the Tau
Empire. The Demiurg quickly realised that the Tau could be
valuable allies and began sending out merchant vessels to Tau
worlds to begin trade. It was through trade with the Demiurg
that the Tau rst learned how to make Ion Cannons. It was onlyrecently, through contact with the Tau, that the remnants of
the scaered Demiurg were able to come together in greater
numbers. The growing friendship between the Demiurg and
the Tau has inspired hope in the hearts of a race that had all
but given up on daring to believe in a prosperous future.
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Codex: Demiurg Warhost14 The Demiurg Race
The Demiurg are a diminuve race, hardened by millennia of
harsh living. They are a primarily mercanle race who are will-
ing to trade with any of the myriad races they come in contact
with. They value duty and honour above all else, including their
vast mineral wealth. In bale the Demiurg are famed for their
tenacity and unwavering bravery, seeking renown at every op-
portunity. Demiurg will ght on through the gravest of injuriesto defeat their enemies, only succumbing to their injuries once
the bale is concluded; passing into the realm of the Ancestors
with pride.
Although they are but half the height of a human they are far
more resilient. Their skin is thick, like toughened leather, and
their bones are far more dense than a humans to the point
that it is as hard as stone. Their bodies are resistant to many
harmful substances and most poisons have lile or no eect
on them. Through millennia spent in the murky depths of vast
mines and industrial complexes, the Demiurg have developed
exceponal vision in low light, and their hearing is heightenedto the point where they can navigate in complete darkness.
The Demiurg are some of the most skilful arsans around.
Craing is a favoured pasme for Demiurg, they are oen
found idly carving into chunks of stone or shards of metal. The
Demiurg take great pride in their possessions and carve at
them, bit by bit, with great reverence. As family heirlooms are
passed down through the generaon, each owner adds to the
detailing.
The race is oen viewed as a militant one, it is true that every
Demiurg must full a minimum term of service and may be
called upon by their Lord when the need arises. This state has
been necessary to ensure the race’s survival since the destruc-
on they suered during the Age of Betrayal. Every Demiurg
is expected to maintain their maral skills; be they warrior,
minor, merchant, engineer or even ambassador.
Demiurg Social StructureDemiurg society is divided into disnct but integrated groups.
They can be described as Military, Mining, Mercanle and
Royal. Set aside from the strict structure of Demiurg society are
the Engineers’ Guilds and the Living Ancestors.
The military sector contains the standing military forces. With
the excepon of the Guild Biker formaons all military forces
fall under this category. This includes everything from Warrior
Kindreds to the gargantuan war engines.
The mining sector contains not only mining operaons but also
covers the reneries and forges that turn the raw minerals and
compounds extracted by the miners into usable materials. The
mining sector also covers food and ale producon. When going
to war the Lords may call upon the miners, who form Sap-
per Kindreds. The miner ’s experse makes them the perfect
choice for undermining the enemy and causing damage to key
structures.
The mercanle sector covers the majority of trades, from small
goods traders to powerful merchant families dealing with ma-
terial exchanges with other races. The mercanle sector also
contains the ambassadors and emissaries tasked with opening
and maintaining diplomac relaons. The royal sector consists
of the ruling class; Warlords, Lords and their close relaons.
The Royal Households hold responsibility over the Stronghold
Fleets, whose Stronghold and Hold ships are their personal
possessions. The royal sector is also responsible for overseeing
the processes of law and order, all judges are members of theroyal families and the Lord’s Court is the absolute authority in
all disputes. Perhaps most importantly the Demiurg royalty are
tasked with the duty of maintaining the tradions of their race.
THE DEMIURG RACE
We have always been a race of traders. It is naturalto us that we should trade the fighting skills of ourClans. As well as bringing profit, it also allows ouryoungsters to gain experience and honour, and to
keep alive the skills, which our Strongholds may oneday need for their own defence.
Lord Grumni, Bruggen Stronghold
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15Codex: Demiurg Warhost
The young Warlord turned to the ancient Demiurgbeside him.
“Revered Ancestor,” he said, “What is our bestcourse in this situation?” The Living Ancestor half-closed his rheumy eyes.
“I have seen this but once before,” he began. “Sixhundred years before your birth, your revered Ances-tor Lord Thyngrim, whose name you bear in yourown turn, was on the world of Dioscis Theta. I wasyounger then, undistinguished amongst the mass ofmy Clan.”
“And how did Lord Thyngrim win the day?” Askedthe Warlord, with some impatience. The Orks were getting closer.
The Living Ancestor shook his head and chuckled, a
sound like pebbles clacking together. “I cannot tellyou how to win as he did,” he said, “but if you don’tmind uncomfortable truths, I can tell you how toavoid losing as he did.”
The Demiurg Race
THE DEMIURG RACE
Engineers GuildsThe engineers of the guilds are fully integrated within all other
sectors, tasked with maintaining the machinery used by the
enre race. In addion to supplying engineers to the other
sectors they are also entrusted with keeping the technologi-
cal knowledge, a task treated with great care and reverence.
Within the Guilds themselves they nker and experiment, ever
seeking to improve upon current knowledge and create new
technologies.
Daoine Sidh, The Ancestor SpiritsThe Demiurg are unique amongst the known races. When they
die their souls do not pass into the warp but instead dri to
the Spirit Realm. With their spirit and soul joined in this way
the departed Demiurg are able to exert a small amount of
inuence in the Material Realm. The Daoine Sidh, also known
as Ancestor Spirits or simply as the Ancestors, watch over their
descendants and help to protect them from the inuence of
Chaos. The living Ancestors act as a focus of their power, and
their power of the Ancestors ows through them more and
more the longer they live, making Living Ancestors amongst
the ercest and most cunning military commanders in the
galaxy as well as bearing great wisdom and centuries of experi-
ence.
Because the power of the Living Ancestors comes from the
Ancestors in the Spirit realm rather than being drawn from the
Warp there is no danger from the malicious creatures of the
Warp. The protecon of the Ancestors ensures that the Demi-
urg are enrely without the taint of Chaos. However, drawing
upon the power of the Spirit Realm is not without its risks. Thepeace of the spirit realm has a great draw on the living, every
me they channel the powers of the Ancestor Spirits they have
to resist crossing over to the Spirit Realm.
Demiurg and the Tau EmpireDespite agreeable diplomac relaons the Demiurg remain
independent, despite numerous aempts by the Water Caste
to bring them into the Tau Empire. The Demiurg have a strong
racial identy that they would never give up. They refused to
become a part of the Imperium and will never join another.
Pride and tradion run deep in the veigns of every Demiurg, to
give up their identy is unthinkable.
There are other, more tangible, reasons the Demiurg will not
allow themselves to be absorbed into the Tau Empire. Freedom
within the Tau Empire is very limited, this is most evident with
the Kroot. The pracce of eang their fallen prey is banned
by the Tau, forcing them to seek mercenary work outside Tau
controlled space to absorb new genec material.
If the Demiurg joined the empire they would be forced to give
up control of their amassed knowledge, as well as their tech-
nologies and material wealth, to the Earth Caste.
Demiurg TechnologyThe Demiurg posess an insncve awereness of technology,
able to dene the purpose of a piece of machinery from even
the most cursary of examinaons. Their level of technology is
far above that of the Imperium. Much from the Golden Age of
Technology is remembered by the Demiurg, keeping those that
suit themselves, and storing the rest in their Vaults of Knowl-
edge.
One parculiar form of technology extensively employed by
the Demiurg, and enrely baing to other races, is their use
of stone. Just when the Demiurg developed this technology is
not known, but they did not posess the knowledge when they
were rst encountered by the Imperium.
The Demiurg are somehow able to create stone, and cra
is into any number of uses. The plates of armour worn by
Demiurg warriors is created from layers of stone and ceramics,
and is more resistant that the carapace style armour of the Im-perium. Even the vehicles deployed in bale are craed from
stone, and their starships are oen craed of similar materi-
als. Examinaons by the greatest Technomages of Mars have
proven fruitless. The samples examined appear to be nothing
more than naturally formed rock, showing no signs as to how
they were created.
Although the roots of much of Demiurg technology is shared
with their Human cousins, they have made many advance-
ments themselves. This is most evident in their ion technology,
as well as thir unrivalled mastery of metal alloys. The propul-
sion systems employed by Demiurg starships are also a mysteryto outsiders.
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THE KROOT
The Kroot are expert jungle-ghters and trackers, who can be
found ghng as mercenaries across the Ulma Segmentum
and beyond. The majority of Kroot warriors ght as merce-
naries in the armies of the Tau. Their integraon into the Tau
empire requires them to provide troops to the Tau military, and
furthermore aempts to prohibit them from ghng along-
side the armies of races that are not incorporated into the TauEmpire, with the excepon of those races allied to them, such
as the Demiurg.
Kroot evoluon depends on their absorbing the genec traits
of other races, selecvely inhering the most desirable. They
do this through eang specic prey animals to ensure that the
next generaon take on certain characteriscs of that animal.
Unfortunately, the Tau insistence that the Kroot ght exclu-
sively for them would lead to a disastrous stagnaon, as they
have absorbed the traits of most of the creatures from within
the Tau region.
To collect as wide a range of characteriscs as possible, they
secretly despatch enre armies of mercenaries to ght along-
side other races in order to expose themselves to creatures
and environments not found in Tau space. The nature of the
Demiurg to explore remote planetary systems in search of
materials, rather than waging war to forge an empire of their
own, oers a unique opportunity to gather genec material
from oen isolated species that would rarely come in contact
with other armies.
The result is that each of these mercenary bands develops
separately to the mainstream of Kroot society. When they
periodically return to the Kroot home world of Pech, they bring
with them a wealth of new traits to be absorbed by the race
at large. These inerant bands oen appear radically dier-
ent from the standard Kroot, having absorbed all manner of
outlandish genec data.
The opposing skills of the Kroot and Demiurg work in harmony
on the innumerable warzones of the galaxy. As natural marks-
men and tunnel ghters from barren and storm blasted worlds
the Demiurg nd the Kroot’s anity with nature invaluable.
When ghng on ferle planets with dense ora Demiurg com-
manders consult with Kroot Master Shapers and incorporate
their wisdom and guidance into their bale plans.
Kroot SocietyOne of the main reasons the Demiurg regard the Kroot above
so many others is due to the similarity of their sociees, par-
cularly the clan-like structure and ancestor veneraon. Both
races share a mutual respect for tradion and, unlike the Tau,
the Demiurg give the Kroot free reign in absorbing the genec
material of their defeated foes.
Kroot society is based on the kindred, and each Kroot merce-
nary force mirrors this in its organisaon. The kindred fulls
the baleeld role of a squad, but represents something far
more fundamental. A kindred is an extended family group, who
develop together under the direcon of a Shaper; an individual
who is able to guide the group down a parcular evoluonary
path by determining their diet. Senior Shapers form councils,
whose role is to oversee a group of kindreds, thus insuring a
level of homogeneity within the species. An individual known
as the Master Shaper, who sits at the top of this pyramid-
shaped organisaon and guides it in all maers, leads eachcouncil. Kroot forces are led by Master Shapers who seek the
innite variety of the galaxy, leading their kindreds into every
warzone imaginable in an eort to absorb the abilies of the
lifeforms occupying those war-torn areas.
With the Kroot the Demiurg believe they have found a race
that can truly be trusted. The simple nature of the Kroot’s
goals and purely mercenary loyales are easily idened
with. Addionally, each race bears the other with
mutual respect to their complex clan cultures.
The Kroot
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17Codex: Demiurg Warhost
THE SIEGE OF GAMORAN
The earliest known encounter with Hive Fleet Gorgon was an
aack on the isolated mining colony on the mineral rich moon
named Gamoran.
The Demiurg mining colony lay at the very edge of space, at
the extreme east of the galaxy. Commerce vessels in orbit
around Gamoran reported faint returns at the extreme edge ofsensor range. As the fast-moving signatures rapidly approached
they were conrmed as Tyranid bio-vessels.
The commander in charge of the forces garrisoned on Gamo-
ran ordered the commerce vessels in orbit to evacuate the
system. Warnings and calls for reinforcements were com-
municated to their Stronghold Fleet as the automated orbital
defence plaorms opened re with lance baeries and devas-
tang long ranged ion weapons. The eeing commerce ships
were set upon by devouring bio-vessels before their warp core
drives were fully charged. The containment breaches caused
by the aacking Tyranid ships caused the unstable propulsionsystems to overload, the resultant rip in space tore the living
ships screaming into the Warp. The defence plaorms were no
match for the unstoppable ferocity of the Hive Fleet and were
quickly overwhelmed and cast to the moon’s surface.
Spore mines drop from orbit disgorging hordes of Tyranid
creatures, many have not been encountered before by the
Demiurg. Details of these creatures are transmied to the
Stronghold Fleet along with a call for reinforcements.
The inial assaults by the Tyranid hordes destroy most of the
isolated mines spread across the moon but defenders manage
to collapse the subterranean highways connecng the mines to
their parent fored forge complexes.
Tyranids employ new strategies by deploying many of their
new creatures in subterranean aacks to bypass the defences
of the fored forges. Once the larger creatures had tunnelled
under the defences and come up into the complex itself many
of the smaller creatures would swarm through the tunnels they
create to sweep through the unprepared workers. Diverng
Warriors from the walls to deal with the new threat weak-
ened the outer defences, leading to the success of the Tyranid
ground forces. Once the walls were breached there was noth-
ing the defenders could do but ght on unl torn apart by theiraackers, their dying breaths cries of eternal hatred and oaths
of vengeance.
With the forges destroyed the only Demiurg sll ghng were
those in the Capital Bason. The Bason of Gamoran was
like the island at the centre of a hurricane, with the swarm
of Tyranid creatures swirling about it and crashing against its
walls like waves o uncaring rocky shores. The subterranean
assaults that worked so well against the outlying forcaons
were uerly useless against the fully garrisoned Bason. Every
aempt was repelled by wave aer wave of tunnelling torpe-
does red by massed arllery baeries of heavy mole mortars
and seismic mines deployed by termite transports ahead of
each assault.
With the uer failure of the tunnelling creatures the aacks on
the surface and in the air were stepped up and renewed with
even greater ferocity. Deployment of giant bio-tans newly
spawned by the hive ships in orbit.
Focussed defensive re pushes the horde back from fortress
doors
Doors open, out roll super-heavy vehicles (colossus anked by
land trained, followed by cyclops)
Large spore drops from orbit and the dread form of a Domina-
trix bursts forth.
Dominatrix focuses the will of the hive mind and increases the
ferocity of every aack. The Bason walls held rm against
everything the havening hordes could throw at them. Even
the most devastang bio-weapons barely making a mark on
their stony surface. With a deafening roar that echoed to the
very depths of the Capital Bason the Dominatrix, along witha host of bio-tans, charges across the baleeld. Ignoring the
masses of lesser creatures crushed by their headlong charge
the gargantuan creatures smashed into the walls. The devastat-
ing impacts opened great cracks in the stoic defences. With
teeth and claws limbs the size of bale tanks, the Dominatrix
tore away at the cracks.
The Siege Of Gamoran
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Codex: Demiurg Warhost18
The core of Demiurg society revolves around the Clans. Every
member of a Clan is related to every other by blood or by
oath, and their Lord can trace their bloodline back through the
generaons to the Clan’s founding Ancestor.
Below is an outline of the standard military organisaon for a
Clan. Formaons are broken down into their constuent units.Those units presented in black form the core of the formaon
and are the minimum that are always included. Those units
shown in red are addional units that may be present within
the formaon. This means that the strength of each Clan can
vary greatly, but even the smallest is at least one hundred and
ten warriors strong.
Clan• 1 Lord
• 11 Warrior Kindreds, Miner Kindreds
• 1 Warlord
• 1 Guild Master• 1 Living Ancestor
• 3 Thunderer Kindreds
• 6 Support Weapon Baeries
• 3 Tarantula Sentry Groups
ENFORCER HOST• 8 Enforcer Kindreds
BIKER GUILD• 6 Guild Bike Secons or Guild Trike Secons
• 1 Guild Master
• 3 Guild Biker Secons or Guild Trike Secons
IRONGUARD HOST• 4 Ironguard
THE CLANS
SUPPORT FORMATIONS - Up to 2 per Clan
Hearthguard
• 6 Hearthguard Kindreds
• 1 Living Ancestor
Gyrocopter Wing
• 5 Iron Hawk Secons, Iarann Iolairean
Robot Cohort
• 5 Crusader Reconnaissance Groups or Bale Robots
Super-Heavy Support
• 1 Leviathan, Colossus, Cyclops or Hellbore
• 1 Living Ancestor
Thunderer Baery
• 5 Thunderer Kindreds
Grand Baery
• 9 Support Weapon Baeries
• 3 Support Weapon Baeries
• 3 Tarantula Sentry Groups
• 3 Thunderer Kindreds
WAR ENGINE FORMATIONS - 1 for every 2 Clans
Overlord Secon
• 3 Overlord Armoured Airships
Goliath Baery
• 2 Goliath Mega-Cannons
• 2 Thunderre-armed Support Weapon Baeries
Land Train Mobile Fortress
• 1 Engine
• 1 Bale Carriage (any type)
• 1 Living Ancestor
• 3 Dragon Bale Carriages
• 1 Bomb Bale Carriage
•
2 Mortar Bale Carriages• 3 Enforcer Bale Carriages
The Clans
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19Codex: Demiurg Warhost
Stronghold FleetsAt the direcon of Ancestor Lord Ruairi Redmane the Hold
Ships gathered together in echo of the old ways. In each eet
of Hold Ships a single vessel was chosen as their agship.
These lead ships were built upon even more and became the
Stronghold Ships. These ships and those aligned with them
were termed Stronghold Fleets and were named aer the Liv-
ing Ancestors who act as their gureheads.
There are currently only a small handful of sizable Stronghold
Fleets although there are many smaller eets that do not yet
have enough resources to build a Stronghold Ship. The strong-
est and most commonly encountered Stronghold Fleets are
Fleet Redmane, Fleet Fellmire and Fleet Blackrock.
The Stronghold Fleets sailed the void mining asteroids and
mineral rich moons but never seling on any worlds, instead
preferring to connue the nomadic lifestyle they had lived for
so long. The eets are not only made up of Hold Ships: thereare many smaller vessels under their command. Each Strong-
hold and Hold Ship produces and maintains their own mer-
chant, mining and escort vessels as well as squadrons of aack
cra.
The Demiurg Homeworld vessels are vast beyond compare; the
smallest Hold Ships dwarng the largest Imperial star bases.
Stronghold Ships are unimaginably large, ranging up to the size
of small moons and home to millions of Demiurg. Each of these
ships is home to one or more clans.
The most commonly encountered Demiurg vessels, their Com-merce Class ships, are a match for all but the largest Imperial
baleships. These vessels, while not dedicated warships, carry
the Demiurg forces in planetary assaults. The Demiurg bale-
ships are vast beyond compare and are very rarely seen by any
outside their secreve culture, as they are usually tasked with
protecng the Stronghold Fleets. The few reports on the De-
miurg baleships have been given by cowardly Imperial Navy
Captains who ed rather than face them in bale.
THE STRONGHOLD FLEETS
Demiurg Ship Classes
Homeworld Vessels
Stronghold Ship - 300+ Clans
Hold Ship - 100-300 Clans
Baleships
Kraken Class - 20 Clans
Hydra Class - 10 Clans
Proteus Class - 5 Clans
Engineers’ Guild Forge Vessels
Cait Sidh Class - 1 Clan plus 3 Biker’s Guild Formaons
Commerce Vessels
Stronghold Class - 3 Clans
Bason Class - 1 Clan
Escorts
*** Class - Torpedo Frigate
*** Class - Lance Frigate
*** Class - Bombardment Frigate
Stronghold Class Commerce Vessel Bason Class Commerce Vessel
The Stronghold Fleets
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Codex: Demiurg Warhost20
The Imperium and the MechanicumOnce allies and friends the Demiurg now regards the Imperium
with outright loathing. Fed by the broken oaths and betrayals
of the Imperium the Demiurg ever seek vengeance against the
forces and instuons of the Imperium wherever they nd
them. Uncharacteriscally the Demiurg do not bear special
enmity towards the ignorant human populaons but rather
to the instuons that broke the bonds of Clan, diplomac
agreements and trade partnerships when they le the enre
Demiurg race to their inevitable fate at the claws and teeth of
the Tyranids.
The Tau EmpireOver the last few hundred years the Demiurg have had muvh
contact with the Tau and the other races of their empire. Trade
between the nomadic Demiurg commerce vessels and the Tau
Empire has been highly protable for both sides.
The Demiurg and Tau have traded much technology, most
notably the Ion Cannon weaponry developed by the Demiurg.
Although the Demiurg see the air and water castes as weak
they respect the honour of the re caste, the ingenuity of the
earth caste and recognise the role of the Ethereals as similar to
that of the Living Ancestors.
TyranidsThe Demiurg hold a special loathing for the Tyranids, in all of
their multude of forms, for the destrucon of the Home-
worlds and the devastaon of the Demiurg race. They will seek
to pulverise them to paste wherever they are found.
NecronsThere have been very few instances of conicts between the
Demiurg and the Necrons although such instances are increas-
ing rapidly due to the dead worlds inhabited by the sleep-
ing Necrons oen being rich in mineral resources and other
similaries to the Homeworlds. Engagements between the two
in space are usually marked by a brief moment of intense re
followed by either or both sides rapidly disengaging.
TRADE AND TREATIES
The Orks and EldarOnce, the Demiurg traded openly with the Orks and Eldar, ex-
changing their vast mineral wealth and technological experse
for food, knowledge and military cooperaon. Without show-
ing favour to one race over the other, the Demiurg maintained
a peaceful neutrality, and many a war was fought against the
forces of Chaos by Eldar, Orks and Demiurg Warriors stand-
ing side by side. This came to an end when an ambious Ork
Warlord looked on the rich mines of the Demiurg with jealous
eyes. When the Waaagh! destroyed several Homeworlds, steal-
ing valuable resources and taking brave Demiurg as slaves, calls
for aid were sent to the Eldar but their pleas fell on deaf ears.
From then on both Orks and Eldar were regarded as treacher-
ous, untrustworthy and cowardly.
Followers of ChaosThe forces of Chaos have always been enemies of the Demiurg,
since the earliest days of the colonies, and the Demiurg have
never relented in their struggle against the Dark Gods. Even in
the far reaches of the Eastern Fringe, far from the Eye of Terror,
worlds are riddled with the corrupon spread by the followers
of Chaos.
OthersThe Demiurg hold no special regard for the multude of other
alien races that exist in the galaxy. They will trade with any who
are willing and ght any who are hosle towards them. The
few who do chose to aack the ambassadors and merchants of
the Demiurg soon nd themselves bombarded from orbit and
having their cies levelled by severe arllery re. The Demiurg
will oen punish in such a manner then leave. They would not
consider exterminang a species for their ignorant hoslity.
Trade & Treaes
AlliesThe Demiurg have the following allies opons:
Trade Partners (Bale Brothers):
Tau Empire, Kroot, Space Wolves.
Temporary Contracts (Allies of Convenience):
Imperial Guard, Space Marines.
Hosle Negoaons (Desperate Allies):
Eldar, Orks.
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21Codex: Demiurg WarhostDeath of The Homeworlds
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Codex: Demiurg Warhost22
This secon of the book details the forces used by the Demiurg
– their weapons, their units and some famous special charac-
ters that you can chose to use, such as the Ancestor Lord Ruairi
Redmane and the Guild Lord of Fleet Fellmire, Donald son of
Ragnal. Each entry describes the unit and gives the specic
rules you will need to use them in your games of Warhammer
40,000. The army list given later refers to the page numbers ofthese entries, so you can check back as you pick your force.
The Forces of the Demiurg secon is sub-divided into two
parts. The rst part describes all of the troops elded by the
Demiurg, including the special characters, while the second
part details the Demiurg’s armoury of weapons and equip-
ment.
Special RulesThe models in the Demiurg army use a number of special rules.
Where those rules are unique to a parcular troop type, they
are detailed in that unit’s besary entry. Any special rules thatare not explained in the unit’s besary entry can be found in
the Warhammer 40,000 rulebook.
Unique EquipmentThe army list at the back of the book shows all the standard
and oponal wargear available to a parcular model. You will
nd that some items of equipment are unique to parcular
characters or units, while others are used by more than one
unit. When an item is unique it is detailed in the entry for its
owning unit; otherwise it is detailed in the wargear secon.
FORCES OF THE DEMIURG
Special Rules
All Demiurg have the Adamanum Will and Night Vision universal special rules from the Warhammer 40,000 Rulebook as well as
the Squat special rule described below.
Squat: The Demiurg are short and stocky in build, lowering their centre of gravity and making their bodies more stable. Demiurg
always count as being staonary when ring Rapid Fire weapons during the SHoong Phase, and may charge into close combat
during the following Assault Phase.
Through millennia spent in the murky depths of vast mines and industrial complexes, the Demiurg have developed exceponal vi-
sion in low light, and their hearing is heightened to the point where they can navigate in complete darkness.
Spoer: Some units in the army have a special rule called Spoer. These Spoers would move into advanced posions and ‘spot’
enemy targets for arllery crews, drascally increasing the accuracy of their barrages. Units with this rule have a single model
designated as the Spoer. To spot an enemy unit, the Spoer selects a single enemy unit in line of sight and within 24” during the
Shoong Phase, the unit is then considered to be Spoed for the remainder of the shoong phase. If a model chooses to spot an
enemy unit they may not re any ranged weapons, nor may they charge during the Assault Phase. Any Barrage weapons red byfriendly Support Weapon Baeries at the Spoed unit will always reduce the distance rolled on the scaer dice by their Ballisc
Skill, whether the ring unit can see the target or not.
Forces Of The Demiurg
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23Codex: Demiurg WarhostBesary
Ancestor Lord Ruairi Redmane, Warlord of Fleet Fellmire
WS BS S T W I A Ld Sv
Ruairi Redmane 6 5 5 4 4 5 4 10 2+
SPECIAL RULES
Stubborn, Eternal Warrior, Independent Character, Psyker,
Mastery Level 3, Adamanum Will, Night Vision, Squat
Supreme Commander & Foresight: See the Living Ancestor
Besary entry for details.
Grudge of Ages: Ruairi Redmane has lived for so long that
he remembers grudges long forgoen by even the oldest of
Ancestor Lords. Ruairi Redmane, and any unit he joins, benet
from Hatred against all enemies, except for other Demiurg
armies.
Ascendant Spirit: Ruairi Redmane knows all poychic powers
from the Spirit Powers discipline and the Dominaon Spirit
Power described below.
WARGEAR
Armour of The Ages: Counts as Exo-Armour. Bonuses included
in the unit prole. In addion, the Armour of The Ages incor-
porates a powerful refractor eld, granng the wearer a 4+
Invulnerable Save.
Spear of Taranis: Counts as a Sennel Spear. See the Ironguard
Besary entry for details.
Dominaon: The will of Ruairi Redmane is so strong it can
overcome the minds of his enemies. Using the power of the
Ancestor Spirits he is able to reach into another being’s mindand wrest control of their body from them.
Dominaon is a Psychic Power that may be cast during the
owning player’s Movement Phase. To use Dominaon Ruairi
Redmane may not move during the Movement Phase, but may
be used as normal thereaer.
Select a single-model enemy unit within 18”, and in line of
sight, of Ruairi Redmane as the target of Dominaon. Vehicles
and Monsterous Creatures may not be targeted by Domina-
on. Roll a D6 and add the Leadership value of Ruairi Red-
mane. The owning player of the target model rolls a D6 and
adds the Leadership of the target model (models without a
Leadership value will count as having Leadership 10). If the
result of the target’s roll is higher than that made for Ruairi
Redmane take no further acon. If the result is equal to or
lower, the target suers from Dominaon.
A model suering from Dominaon is placed under the control
of the player who used the Dominaon Spirit Power for the re-
mainder of the turn and may not be used by the owning player
in the owning player’s next turn.
The family of Ruairi Redmane is unique among Demiurg
bloodlines; his father was a Living Ancestor, as was his great
grandfather and so on, all the way back to the great Taranis.
The Heirs of Taranis have always become Living Ancestors and
as such have always embodied the strength and longevity of
the Demiurg race. Taranis is generally regarded by the Demiurg
as a God Ancestor.
It is common pracce for a Living Ancestor to give up their past
life to dedicate themselves to their new posion as advisors
to the Lords and Warlords that lead their people. The Heirs of
Taranis are unique in having the singular honour of retaining
their Lordship unl they pass on to the Halls of the Ancestors.
Each Heir in turn takes up their dual responsibilies with pride
and honour.
It is not known just how old Ruairi Redmane truely is. What is
known is that over 7000 years ago, long before the destrucon
of the Homeworlds the line of Taranis seemed to be coming
to an end; the last of the Heirs of Taranis was on his deathbedwith no childeren to take his place. Upon his death, with no
one to lead them, the clan was on the brink of anarchy. It was
at this me that one of the stoic Ironguard, the silent sen-
nels that guard the vaults of knowledge, stepped forward and
revealed himself as the next heir. The Ironguard’s name was
Ruairi Redmane.
When the Tyranids aacked the Homeworlds, and it was
obvious that the Imperium had abandoned them, Ruairi was
amongst the rst to recognise this was a threat they could not
overcome alone and began evacuang his people, even as
Tyranid spores descended to the planet surface. Many couldnot escape in me and yet more were lost trying to escape the
living ships in orbit. All in all less than a quarter of the world’s
populaon escaped alive to join up with the other ships gath-
ered by the Leagues.
As the Tyranid hive eet surrounded the Homeworlds, cung
them o from the rest of the galaxy, the Leagues gathered
as many survivors they could together and, in desperaon,
ordered the ships to acvate their experimental Direct Warp
Propulsion Drives in order to escape what seemed like an
inevitable fate. It was Ruairi Redmane who made rst contact
with the Kroot.
Ruairi Redmane is regarded by many as the ulmate leader of
their peoples and swear oaths of loyalty to him as well as to
their own Lord, Stronghold and Guild. It is by his direcon that
the Hold ships drew together and he leads his people into bat-
tle from the fore, inspiring devoon far above duty or Clan.
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Codex: Demiurg Warhost24 Besary
WS BS S T W I A Ld Sv
Domnail 3 5 4 4 3 3(4) 3 10 3+
SPECIAL RULES
Eternal Warrior, Independent Character, Adamanum Will,
Night Vision, Squat
Arllery Commander: Donald son of Ragnal is amongst the
most procient arllery commanders amongst the Demiurg
and he is oen seen marching between gun crews barking
orders. Donald son of Ranald may join Support Weapon crews.
If he does so the whole Support Weapon Baery may use his
Ballisc Skill.
Amongst the many Guilds within a eet a single Guild Master
is elected to lead the focus of technological development.
Domnail son of Ragnal is the current such Guild Lord of Fleet
Fellmire and, at just over one hundred years old, is the young-
est in known history to hold the posion.
Starng as a lowly greaser Domnail showed an umprecedented
aptude with both machinery and mathemacs. He rose
swily through the ranks of his Guild, making many advances
in mechanisms for arllery mounts and targeng systems.
Not only demanding respect, as his posion is due, he is highly
regarded as the most skilled arllery commander, able to drop
shells dead on target with incalculable accuracy.
Domnail son of Ragnal, Guild Lord of Fleet Fellmire
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25Codex: Demiurg WarhostBesary
WS BS S T W I A Ld Sv
Ancestor Lord 5 4 4 4 3 4 3 10 4+
Living Ancestor 4 4 4 4 2 3 2 10 4+
SPECIAL RULES
Stubborn, Eternal Warrior, Independent Character, Psyker,
Adamanum Will, Night Vision, Squat
Mastery Level: Living Ancestors have an Mastery Level of 1,
and Ancestor Lords have a Mastery Level of 2.
Supreme Commander: Living Ancestors have lived for many
years and their wisdom and experience is invaluable on the
baleeld. Any friendly Demiurg units with at least one model
within 12” of the Living Ancestor may use his Leadership for
Morale and Leadership Tests.
Grudge Bearer: The betrayals dong the Demiurg’s past have
ingrained a bier hatred of those who broke their oaths and
turned against them, as well as to the Tyranids for the destruc-
on of the Homeworlds. It is the Living Ancestors’ task to
remember these grudges and make the perpetrators pay their
debts with their own blood. Characters with this special rule,
and any unit they join, count as having Hatred (Tyranids, Orks
& Eldar).
Foresight: Living Ancestors benet from long lifemes of wis-
dom and are highly acomplished baleeld commanders. They
are also able to gain insights from the Ancestors who have
gone before them. Their combined experiences can predict the
ow of bale and advise their descendants on the best course
of acon. The owning player may re-roll 1 roll per turn madefor any Living Ancestor, Lord or Warlord in their army.
Demiurg typically live for about three hundred years but a
small percentage are able to live much longer. If a Demiurg
lives to see their four hundredth year their longevity is greatly
increased and they can expect to survive at least to the age of
eight hundred. The ny proporon of Demiurg that live to such
a great age are treated with enormous respect and become
known as Living Ancestors.
Living Ancestors are venerated as tangible members of the
group of Ancestor Spirits that watch over the Stronghold. Their
long lives have lled them with wisdom so they are their Lord’s
most favoured and trusted advisors. On occasion a Lining An-
cestor accompanies a Warlord into bale to advise him on the
best plans to bring victory.
As the Living Ancestor grows older he starts to develop potent
psychic powers, oen of a protecve or precognive nature.
Psychic ability is virtually unknown amongst normal Demiurg
so they are another factor that makes Living Ancestors dou-
bly venerated. Once a Demiurg becomes a Living Ancestor itis usual for them to give up their posion and possessions to
ascend to their new posion as the embodiment of the clan’s
tradions, pride an honour. There is however an excepon to
this rule. When it becomes clear that a Hold’s Lord is becoming
stronger and tougher at the age of three hundred rather than
being worn down by the passage of me they take on the role
of Ancestor Lord. They connue to lead the Hold but also take
on the responsibilies of a Living Ancestor.
WS BS S T W I A Ld Sv
Warlord 5 5 4 4 3 3 3 10 4+
Lord 4 4 4 4 2 3 2 10 4+
SPECIAL RULES
Stubborn, Independent Character, Adamanum Will, Night
Vision, Squat
Every Hold Ship is commanded by a Demiurg Lord, who is the
head of a clan. Each Hold Ship is home to a single clan and so
everyone aboard is closely related. This system ensures a high
level of devoon through the ranks and discourages unscrupu-
lous commanders sending their subordinates into dangerous
situaons without care. As the clan’s populaon increases,
more levels and secons are added to the Hold Ship.
Warlords are the hereditary rulers of an enre group of relatedclans and have been trained since birth to be a leader in both
war and peace. Warlords are the pinnacle of Demiurg society;
they hold the ulmate authority and are answerable only to
the Ancestors.
A Demiurg Warlord is also the commander of their eet’s
Stronghold Ship. On the baleeld he not only forms the focus
of the Stronghold, but he also acts as a great source of inspi-
raon to the soldiers under his command, and to constantly
remind them of their duty to their ancestors.
As the leader of an enre Stronghold Fleet, a Warlord has
access to the most advanced and innovave technologies avail-
able. They march into bale wearing suites of exo-armour and
wielding powerful weapons. Warlord are always seen in the
thick of the ercest ghng, earning themselves great renown.
Living Ancestor
Lord
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Codex: Demiurg Warhost26 Besary
WS BS S T W I A Ld Sv
Guild Master 3 5 4 4 3 3 2 10 4+
Guild Engineer 3 5 4 4 2 3 2 9 4+
SPECIAL RULES
Independent Character, Adamanum Will, Night Vision, Squat
Arlleryman: A Guild Engineer that has going a unit of arllery
counts as a crew member.
Siege Specialist: The Demiurg are experts at siege warfare,
whether oensively or defensively. A guild engineer with the
siege specialism can improve friendly defences before bale,
or undermine enemy defences. Aer set-up, select one piece
of terrain. You can then choose to either improve or reduce the
terrain feature’s cover save by one.
WARGEAR
Fabricator Harness, Targeng Module
Each guild is divided into many dierent lodges, each lodge is
ruled by the oldest and most respected Engineer, and amongst
them one is chosen to rule over the enre guild. This Engi-
neer is known as the Guild Master. Guild Masters are privy to
many of the secrets of the Stronghold Ships’ construcon – its
secret passages and hidden defences. They are responsible for
coordinang the maintenance and repair of the ship as well as
leading the lodges in me of war.
There are many Demiurg Guilds, whos inuence can span
several eets. Each Guild is an enrely self-supporng instu-
on with numerous lodges dedicated to a dierent technology
or discipline. The extent to which a lodge specialises varies
widely. For instance, one lodge may encompas every aspect of
propulsion technology, while another may be enrely focused
on the design and manufacture of nails.
The Guilds have an inuence on every level of Demiurg society,
with engineers found on every ship and within every commu-
nity and clan.
In bale Guild Masters will ght in the style that best suits
their own speciality. They will usually either be arllery special-
ists, joining formaons of support weapons and lending their
considerable experience to get the gun crews ring faster and
more accurately. Others will don ancient exo-armour that has
been passed down from predecessor to successor over the
centuries and roars into bale on a heavily modied reinforced
trike. These Biker Guild Masters lead squadrons of Guild bikes
or trikes in bale inspiring them to greater acts of bravery.
Guild Engineer
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27Codex: Demiurg WarhostBesary
WS BS S T W I A Ld Sv
Hearthguard 4 4 4 4 1 3 2 10 4+
SPECIAL RULES
Stubborn, Adamanum Will, Night Vision, Squat
Royal Dues: The Hearthguard not only act as bodyguard for
their Lord, but also as leaders to those with less baleeld
experience. Before the bale, each Hearthguard has the opon
of being split-o from his unit and assigned to lead a Warrior
Kindred. Only one Hearthguard may join each Warrior Kindred
in this manner. Hearthguard count as Characters and so can
issue and accept challenges, and may make Look Out Sir rolls.
A Lord or Warlord’s closest relaves will march out alongside
them into bale as Hearthguard. They wear ornate armour
styled to reect those worn by the oldest Ancestors. Being of
the royal house, desned to a life of leadership, the Hearth-
guard are well trained in the arts of war in all its forms. The
doors to the royal armoury are open to these warriors, to arm
themselves however they choose. They are as adept at ghng
in the thickest melee as they are at picking their enemies o at
range.
These soldiers of royal blood oen join the levies of Warrior
Kindreds, leading their younger and less experienced clans-
men, urging them to greater acts of bravery and stoicism.
Some Hearthguard will form units together rather than leading
others. Their royal privileges insuring these troops are amongst
the best trained, armed and armoured in any Demiurg force.
The Hearthguard oer a very exible choice. Their proles are
slightly beer than standard Warriors, and have access to a
wide selecon of weapons and equipment that can be tailoredto your desire. Hearthguard may also be aached to lead units
of Warrior Kindreds, boosng the eecveness of your basic
troops.
The Ironguard are specialists at geng up close to your en-
emies and engaging them head on. They come equipped with
the best armour, and carry weapons ideal for their role. The
whole unit may choose to exchange all of their weapons for
Sennel Spears and Repulsor Shields, equipment unique to the
Ironguard, which make them a fearsome close combat unit at
the cost of ranged repower.
WS BS S T W I A Ld Sv
Loremaster 5 4 4 4 1 3(4) 3 10 2+
Ironguard 4 4 4 4 1 3(4) 2 10 2+
SPECIAL RULES
Stubborn, Adamanum Will, Night Vision, Squat
WARGEAR
Exo-Armour: Bonuses included in the unit prole.
Repulsor Shield, Sennel Spear
Knowledge is the Demiurg’s most valuable possession, shortly
followed by metal, stone and ale. Every Hold Ship has, at its
core, a vast library lled with row upon row of databanks and
dusty old books. The libraries of the Demiurg contain some of
the oldest surviving technologies, some from even before the
Golden Age of Technology. Every piece of technology discov-
ered or invented by the Demiurg eets is stored in these librar-
ies and the rare destrucon of a Hold Ship and the knowledge
aboard is a loss mourned by the whole race. It has been knownfor eets to abandon mining operaons and trade missions
to scour enre subsectors of wreckage in search of surviving
artefacts.
With such reverence paid to the libraries it is only natural that
they be guarded by the best warriors in the eet. Armed with
the most advanced equipment and training, these Warriors
defend the artefacts of the libraries with fanacal devoon.
While almost exclusively bound to the Hold Ships the war-
riors that form the Ironguard may be ordered into bale by
a Stronghold Fleet’s Warlord, usually to aid in the capture or
protecon of an important artefact.
On the baleeld, the unwavering stoicism and devoon to
duty that typify the Ironguard is akin to an unmovable moun-
tain standing amid the tearing winds of a hurricane.
Hearthguard
Ironguard
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Codex: Demiurg Warhost28 Besary
Castellan: The Castellan class is an assault focused bale robot
developed for use against enemy armour and forcaons.
The two Assault Drills in the standard conguraon make it
parcularly eecve in siege and an-tank roles, and are com-
plimented by a heavy weapon armament.
Conqueror: The Conqueror class robot is designed for use
in baleeld situaons where heavily armed resistance is
expected. A major part of its design is the combinaon of
repower with heavy armour, and is widely used in assault and
an-tank roles
WS BS S T W I A Ld Sv
Cataphract 3 3 5 6 3 3 2 6 2+
Castellan 3 3 5 6 3 3 2 6 2+
Conqueror 3 4 6 8 4 3 2 6 2+
SPECIAL RULES
Monstrous Creature, Fearless
Unlike the Imperium the Demiurg make extensive use of auto-
mated systems and robots for a wide array of applicaons both
military and domesc. Robots are used in the most hazard-
ous condions; extreme temperatures and toxic atmospheres
amongst many others. On the baleeld robots are used for
extremely dangerous missions where the Lords would not wish
to send their warriors or where there would be lile chance of
gaining honour or renown.
These robots are designed to withstand large amount of weap-
ons re and bring their own weapons to bear. Enemy com-
manders have oen been surprised to nd their most heavily
defended posions under assault. The distracon this can
cause creates openings that the Demiurg quickly exploit.
Cataphract: The Cataphract class is a heavily armoured
general-purpose bale robot designed for use in a wide range
of baleeld situaons. It mounts a range of weapons for vari-
ous purposes, and although it is regarded by some command-
ers as a jack of all trades and master of none, its versality ina wide range of roles makes it a highly deployable and popular
machine.
WS BS S T W I A Ld Sv
Crusader 3 3 5 5 2 3 2 6 3+
SPECIAL RULES
Relentless, Fearless, Scout, Spoer
The small Crusader class robots are deployed in advance of the
main host, their primary purpose to scout enemy posions and
withdraw, but are more than capable of defending themselveswhen forced. The Crusader Reconnaissance Robot is a light,
agile, lightly armoured robot, designed to move in quickly and
deliver a telling blow. It is generally used in an-personnel
mode, and is very popular, having proved itself to be very ef-
fecve in hunter-killer operaons. The Crusader is not gener-
ally used where heavy resistance or strong concentraons of
enemy armour are expected.
Sappers are experts with explosives, melta weapons used in
demolions and ame weapons to clear tunnels of infesta-
ons. These units are able to arrive from using deepstrike,
and the Termite transports are ideally suited to ensure they
can disengage once their target has been destroyed and allow
them to redeploy where needed.
WS BS S T W I A Ld Sv
Elder 3 4 4 4 1 3 2 9 4+
Clansman 3 4 4 4 1 3 1 8 4+
SPECIAL RULES
Adamanum Will, Night Vision, Squat
Undermining: Sappers are experts in demolion, and as such
count as having the Tank Hunters special rule when aacking
buildings and forcaons.
Mining rich mineral deposits from the asteroid elds of the
Eastern Fringe are a large part of life for the Demiurg. Over
their long lives the Demiurg amass vast personal wealth. Even
aer compleng their compulsory term of service the Demiurg
are expected to take to the baleeld when called upon by
their Lord during desperate mes. When miners go into bale
they take their unique skill set with them. Miners form special
sapper units that perform several vital roles; they are responsi-
ble for raising defences, building bridges and other engineering
tasks. Sappers are also the Demiurg Warhost’s demolions and
tunnel warfare experts.
Tunnelling underground, the sappers move right under the
opposing forces, emerging behind enemy lines to destroy oen
unprotected targets. Sappers frequently target long ranged re
support, giving friendly arllery free reign over the baleeld.In protracted campaigns they appear as if from nowhere to
aack supply lines then disappear just as quickly. In sieges they
undermine the enemy forcaons, planng explosive charges
to bring down the defences.
Bale Robots
Crusader Reconnaissance Group
Sapper Kindred
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29Codex: Demiurg WarhostBesary
make them beer able to engage dierent types of opponents.
Clansmen in Warrior Kindreds may also be equipped with
breach shields that increase their armour save. When taking
breach shileds, not all models in the unit need to be equipped
with them. This allows you to create a wall of shield equipped
warriors to protect the less well armoured members of the
unit.
WS BS S T W I A Ld Sv
Elder 3 4 4 4 1 3 2 9 4+
Clansman 3 4 4 4 1 3 1 8 4+
SPECIAL RULES
Adamanum Will, Night Vision, Squat
Mercenaries: Up to two Warrior Clans may be taken in a Tau
Empire army. The Warrior Clans do take up slots on the Force
Organisaon Chart but do not count towards compulsory
choices.
Demiurg Kindreds are amongst some of the toughest and brav-
est infantry in the galaxy. Made up of closely related clansmen
they form the main block of Demiurg ghng formaons. War-
rior Kindreds are the basic infantry in the army. Armed with
an Ion Carbine they excel at engaging enemy infantry at close
range and especially so in conned baleelds with limited
elds of re. At the age of twenty all Demiurg begin a ten year
term of service as part of a warrior kindred. At the end of this
term they have the choice to remain in military service, join an
Engineers’ Guild or go back into civilian life. Any who choose a
career in the military can apply for transfer to specialist roles in
one of the other units or remain with their kin within a warrior
Clan.
Warrior Kindreds are the backbone of the Demiurg army,
equipped with carapace armour and ion carbines, they are
adept at engaging the enemy at close ranges. Warriors also
have the opon of taking special weapons, giving them a
variety of opons that allows the player to tailor each unit to
posions to quickly engage targets in hand to hand combat,
slowing the enemies advance and drawing re. With oulank
they can be kept in reserve and come on to the baleeld,oen anking the enemy forces. Enforcers have the opon of
being equipped with grav-chutes, allowing them to arrive onto
the tabletop via deepstrike.
WS BS S T W I A Ld Sv
Elder 3 4 4 4 1 3 2 9 4+
Clansman 3 4 4 4 1 3 1 8 4+
SPECIAL RULES
Inltrate, Adamanum Will, Night Vision, Squat
Gun Fighter: Enforcers are experts at hand to hand reghts
and use their pistols to great eect as they dart around theiropponents in the swirling melee of close combat. During Close
Combat roll to hit as normal but resolve each successful hit us-
ing the Strength and AP values of the pistols.
The bravest and most inquisive clansmen are formed to-
gether into Enforcer Kindreds. The Enforcer Kindreds main duty
lies away from the baleeld. They are the law enforcementarm of Demiurg society and are also tasked with the defence of
Demiurg vessels from enemy boarding acons. On the bale-
eld these soldiers arm themselves with close ranged weapons
such as pistols and combat weapons and seek to engage the
enemy in hand to hand ghng. They are expert tunnel ght-
ers and excel at clearing buildings and forcaons ahead of
the Warhost’s advance. All Demiurg are doughty ghters but
Enforcer Kindreds are renowned for their tenacity and courage
against the most impossible odds, baling fearlessly against
even the mighest of opponents without thought for their own
losses.
Clansmen in Enforcer Kindreds are equipped with two weap-
ons for engaging the enemy in close combat. Although lacking
the range of the Warrior Kindreds, Enforcers benet from the
Inltrate special rule so are perfect for placing in advanced
Warrior Kindred
Enforcer Kindred
WS BS S T W I A Ld Sv
Oathbreaker 4 3 4 4 1 4 1 8 4+
SPECIAL RULES
Adamanum Will, Night Vision, Squat
In Demiurg society there is nothing more loathed than an oath-
breaker. Duty and honour are held most highly by the Demiurg,
and the shame of breaking an oath can drive them to insanity.
To regain their honour, an Oathbreaker must seek a glorious
death. On the baleeld these soldiers arm themselves with
close combat weapons and seek to engage the enemy in hand
to hand ghng. All Demiurg are doughty ghters but Oath-
breakers are renowned for their tenacity and courage against
the most impossible odds, baling fearlessly against even the
mighest of opponents without thought for their own losses.
Oathbreaker Kindred
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The Guilds have always deployed secons of bikes armed with
an array of special weapons. Once it was common for the
Guilds to eld huge formaons of bikes, sent roaring across
the baleeld, they would sweep through the enemy. Now the
Guild bike squads primary role is to move in advance of the
main force, scoung out enemy posions and relaying the in-
formaon back to their commander. When bale is joined they
perform hit-and-run aacks against isolated targets whenever
the opportunity presents itself, they also help to protect the
anks of the slow moving infantry formaons from fast moving
enemy units.
WS BS S T W I A Ld Sv
Engineer 3 4 4 5 1 3 1 9 4+
Guildsman 3 4 4 5 1 3 1 8 4+
SPECIAL RULES
Scout, Adamanum Will, Night Vision, Squat
The Demiurg are not well known for speed and agility. Young
Demiurg greatly enjoy the freedom that comes with riding
at break-neck speed, but they soon grow out of it. However,
there are some Demiurg for which the thrill of speed and the
roaring of engines remains strong. In Ages past, these ‘deviant’
Demiurg nd themselves on the fringes of society, and band
together, forming their own Biker Clans. Now, many of the En-
gineer’s Guilds contain elements of those Demiurg who show
a certain aptude towards maintaining and riding these cycles.
There are even several Guilds enrely dedicated to them, but
are oen conned to the fringes of Demiurg society; their hot-
headedness frowned upon.
While they may remain outcasts amongst their own people,
the Biker Guilds sll hold to their dues and answer the call
to war. These units of guldsmen bikers are able to ank slow
moving armies while being able to rapidly move to intercept
swier opponents. It is not uncommon for units of bikers to
include at least one trike, able to mount a variety of potent
heavy weapons.
Bikes and trikes were used extensively for personal transporta-
on on the Homeworlds through the vast thoroughfares be-
tween a Hold and its outlying selements. The bikes and trikes
used by the Demiurg are a great example of their extensive use
of power elds as well as the advancements and adaptaons
they have made to the technology. These vehicles incorporate
miniature refractor elds into their structure. The eld genera-
tors create pulses of ‘hard air’ against the surface of the bike to
keep it stable at high speeds. Working in tandem with systems
that scan the ground around them the power elds can ‘ll
in’ uneven surfaces. These power elds also provide limited
protecon, helping to deect enemy re.
BS Front Sides Rear Hull Points
Iron Hawk 4 10 10 10 2
SPECIAL RULES
Scout
The smaller of the Demiurg Gyrocopters the Iron Hawk is
mainly deployed in the scoung role or as spong units for
the larger Demiurg tanks and arllery barrages. The Iron Hawk
is armed with a single weapon mounted in the nose or on the
underside for defence or to engage isolated enemy infantry.
BS Front Sides Rear Hull Points
Pegasus 4 12 12 10 2
TRANSPORT
Transport Capacity: A Pegasus has a transport capacity of 12
models
Fire Ports: One model may re from each side door.Access Points: A Pegasus has three access points, one each
side of the hull and one at the rear.
The Pegasus, a transport variant of the Iarann Iolair, is used
exclusively by the Enforcers in their law enforcement dues. In
the most extreme circumstances the Pegasus can transport En-
forcer Strike Teams to trouble spots far faster than their ground
vehicles. It’s most common role to provide airborne assistance
in tracking suspects. There is also a medical evacuaon variant
of the Pegasus.
Guild Bike Secon
Iron Hawk Close Support Gyrocopter
Pegasus Rapid Inseron Cra
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31Codex: Demiurg WarhostBesary
WS BS S T W I A Ld Sv
Crew 3 4 4 4 1 3 1 8 4+
Loader Robot 3 4 5 4 1 3 1 6 4+
Gun - - - 7 2 - - - 3+
SPECIAL RULESAdamanum Will, Night Vision, Squat
WARGEAR
Blast Shield, Gun Emplacement
The support weapons are grouped into baeries of up to 3
guns and the crews required to operate them. The guns found
in these groups are Thudd Gun quad mortars, capable of
pung out a withering hail of high explosive rounds, and Mole
Mortars that re tunnelling torpedoes that burrow up under
their target, detonang just beneath the surface, sending
infantry ying into the air and bogging down tanks. They can
also eld large an-tank weapons called Atomic Destroyers and
Thunderre an-aircra weapons. Each gun is crewed by two
Demiurg gunners and a robot used to load the massive shells
red by these immense weapons.
These arllery baeries oen form the core of Demiurg ar-
mies. Unlike most armies the Demiurg support weapon baer-
ies are the aacking force defended by the infantry rather than
the arllery supporng the infantry as they advance.
Loader Robots: Loader robots count as part of an arllery
gun’s crew. As long as the loader robot remains in a supportweapon crew then Thudd guns may re every turn.
WS BS S T W I A Ld Sv
Elder 3 4 4 4 1 3 2 9 4+
Clansman 3 4 4 4 1 3 1 8 4+
SPECIAL RULES
Inltrate, Adamanum Will, Night Vision, Squat, Spoer
Arllery baeries are oen accompanied to the baleeld by
spoer teams; small units of specially trained clansmen, whos
role is to move into advanced posions, and relay the distribu-
on of enemy forces to their parent support weapon baery.
With the accurate informaon of these experienced spoers,
the Demiurg are able to be more precise with their supporng
re.
Support Weapon Baery
Spoer Teams
WS BS S T W I A Ld Sv
Elder 3 4 4 4 1 3 2 9 4+
Clansman 3 4 4 4 1 3 1 8 4+
SPECIAL RULES
Adamanum Will, Night Vision, Squat
Thunderer Kindreds are the most heavily armed units in a
Demiurg Warhost, consisng of hardened veterans carrying
heavy weapons into bale aided by power-assisted armour.
The armour supplements their strength to enable them to li
the weapon and provides a stable ring plaorm. These suits
ulise a false gravity technology unique to the Demiurg that
xes the warrior in place stopping the weapons from knocking
them over when red. Thunderers supply withering supporng
re for the Warriors on the baleeld, devastang concentra-
ons of enemy troops or tanks and forming strong points to
hold the bale line.
Thunderer Kindred
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Codex: Demiurg Warhost32 Besary
BS Front Sides Rear Hull Points
Cait Sidh 4 13 12 10 3
The smallest armoured ghng vehicle used by the Demiurg
is known as the Cait Sidh. This dedicated tank hunter is armed
with the formidable atomic destroyer in a xed forward mount-
ing in the hull. The vehicle has a disncvely low prole and
thick front armour.
BS Front Sides Rear Hull Points
Cu Sidh 4 14 14 14 4
The Cu Sidh’s thick armour plates and mulple weapons sys-
tems make this tank not only one of the most heavily armed
in common use but also one of the toughest. The tank ploughs
forwards through the thickest enemy re, ring upon several
targets at once. The Cu Sidh is armed with a single twin-linked
main armament in a sturdy turret that is able to turn to face
anywhere in the vehicle’s front arc.
BS Front Sides Rear Hull Points
Iarann Iolair 4 12 12 12 3
TRANSPORT
Transport Capacity: An Iarann Iolair may carry one Tarrantula
Although more than competent at fabricang and maintain-
ing an-gravity systems the Demiurg nd that the simpler
system of horizontally rotang blades to create li much more
reliable and ecient to maintain. They make use of them in
their gyrocopters. These cra operate in similar roles to Space
Marine land speeders and Imperial Guard Vendeas but are
far more agile, able to make swi course changes and eva-
sive manoeuvres. Due to the eciency of this system, largerDemiurg gyrocopters are able to carry much heavier loads than
their Imperial counterparts, enabling them to be armed with a
greater array of heavy weapons or drop Tarantula sentry guns
into posion.
The iron eagle, named the Iarann Iolair in the Demiurg’s own
language, is the larger of the common Demiurg gyrocopters.
Armed with an array of heavy weapons, and the ability to carry
the tarrantula, The Iarann Iolair brings mobile repower to a
Demiurg army
Cait Sidh Tank Destroyer
Cu Sidh Bale Tank
Iron Eagle Gunship
BS Front Sides Rear Hull Points
Tarantula 3 10 10 10 2
SPECIAL RULES
Automated Fire System: The Tarantulas weapons are control-
led by an Automated Fire System.
The Tarantula automated defence system can be set up before
bale or dropped in place by low ying aircra or specially de-
signed Iarann Iolair Gyrocopters. Each Tarantula is armed with
a pair of heavy weapons, usually heavy bolters or lascannons.
Tarantulas are most oen deployed to protect supply lines and
other areas when infantry are unavailable. The Tarantulas ad-
vanced targeng systems are able to scan their surroundings,
assess threats and engage enemies as they appear. Although
designed for defence some commanders like to drop them in
behind the enemy to cut o lines of retreat and aack tanks
weak rear armour.
Tarantula Sentry Group
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33Codex: Demiurg WarhostBesary
BS Front Sides Rear Hull Points
Spartan 4 12 12 10 3
TRANSPORT
Transport Capacity: A Spartan has a transport capacity of 12
models
Fire Ports: Two models may re from the Spartan’s top hatch.
Access Points: A Spartan has one access point at the rear of
the hull and one on each side.
The Spartan is also a good example of Demiurg Engineers
taking STC designs and altering and enhancing them to their
needs. The Engineers took the RH1N0 template and increased
the toughness of its armour considerable while the redesigned
propulsion kept its speed up. Spartan transport vehicles will
usually have a cupola mounted heavy ion blaster to suppress
nearby enemy infantry and as light an-aircra defence.
A Spartan has a Troop Capacity of 12 and may carry units of
Warriors, Enforcers, Sappers, Thunderers and Hearthguard.
Characters may also be transported and sll count towards the
Carry Capacity limit.
BS Front Sides Rear Hull Points
Termite 4 11 11 10 3
SPECIAL RULES
Tunneller
TRANSPORT
Transport Capacity: A Termite has a transport capacity of 12
models
Fire Ports: None.
Access Points: A Termite has one access point at the rear of
the hull.
Tunneller: The Demiurg make extensive use of tunnelling
armoured vehicles during bale. These vehicles are either
adapted versions of machines originally designed for digging
passages under the surface of the Homeworlds, or specically
created for the baleeld.
Units with the Tunneller Special Rule may be kept in reserve
and enter play using the Deep Strike special rule, even if the
scenario being played does not usually allow reserves. Units
that have the Tunneller special rule arriving by Deep Strike will
never roll on the mishap table due to impassable terrain. Tun-
nelers do not treat dicult terrain as dangerous terrain when
arriving by Deep Strike.
If a vehicle with the Tunneller special rule scaers onto enemy
troops when arriving by Deep Strike, do not roll on the Mishap
Table but place it beside the enemy unit and resolve a TankShock on the enemy unit, Death or Glory may not be used
against a Tunnelling vehicle arriving by Deep Strike.
The smallest of the tunnelling vehicles commonly used by De-
miurg warhosts the Termite is able to carry and deploy troops
behind enemy lines to engage poorly defended support posi-
ons. A successful tunneller assault is able to neutralise the en-
emy’s long ranged re support, leaving the infantry vulnerable
to punishing massed arllery barrages.
A Termite has a Troop Capacity of 12 and may carry units of
Warriors, Enforcers, Sappers, Thunderers and Hearthguard.
Characters may also be transported but sll count towards the
Carry Capacity limit.
Spartan
Termite
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Codex: Demiurg Warhost34
Proles for the following ranged weapons are listed on the
Proles page of the Reference. Their full rules can be found
in the Warhammer 40,000 rulebook:
Flamer
Heavy amer
Inferno Pistol
Meltagun
Mul-melta
Sniper Rie
Arllery
The Mole Mortars were developed from mining equipment
used to place surveyor probes below the surface withouthaving to expend unnecessary me and resources digging test
holes. These military versions re a tunnelling torpedo that is
red directly into the ground and guided to their target, either
under direcons given by a controller or by using complex
guidance systems built into the torpedo itself. Once the tor-
pedo reaches its target it burrows up beneath them and deto-
nates just below the surface, sending infantry sprawling amidst
the blast and ying debris and causing vehicles to get bogged
down as they drop into the crater created by the blast.
The Thudd gun is a massive, quad-barrelled, heavy mortar
that is wheeled into posion before engaging the enemy andis turned and loaded by a specially built arllery robot at the
direcon of the Demiurg crew. The Thudd Gun is the most
common Demiurg arllery gun used and forms a core of large
weapon baeries that pummel the enemy with high explosive
shells.
Due to the volale weather systems of the Homeworlds the
Demiurg never seriously developed aircra. When they came
in contact with hosle forces they soon realised the weakness
to aacks from the air and immediately set about developing
weapon systems to clear the skies of enemy aircra.
Firstly the Overlord armoured airships were created. These
giganc zeppelins made from thick armoured plates bristled
with guns and oated high over the baleeld ring upon en-
emy bombers and ghters as they came in range. As a second-
ary measure a ground based an-aircra defence system was
proposed. The thunderre an-aircra gun res salvoes of four
large calibre, high explosive shells high into the air. The range
and power of the thunderre make it a formidable an-aircra
weapon.
Range Strength AP Type
Mole Mortar 12-60” 5 5 Heavy 1, Large Blast, Bar-
rage, Siesmic Shockwave
Thudd Gun 12-60” 5 5 Heavy 4, Blast, Barrage,
Pinning, Shell Shock, Slow
to Reload
Thunderre AA Gun 60” 6 4 Heavy 4, Skyre
Shell Shock: Units taking pinning tests as a result of taking wounds from a
Thudd Gun do so at -2 to their Leadership value. Thudd guns are slow to reload
and so may re for two turns but then must miss a turn whilst it reloads.
Slow to Reload: Thudd guns may only re for two turns in a row, then it must
spend a next turn to reload, during which it may not be red.
Siesmic Shockwave: Any units with at least one model hit by the blast tem-
plate move as if in Dicult Terrain in its following Movement Phase. If the
unit would already be moving through Dicult Terrain, roll one dice less than
normal to determine its maximum move. Vehicles hit by the template must
make a Dangerous Terrain test if it moves in the following movement phase.This even applies to skimmers, whose delicate grav-engines are pummelled by
shockwaves.
Hits against vehicles are always resolved against the target’s rear armour, to
represent the vehicle’s vulnerable underside. When aacking Bunkers or any
other terrain feature with an armour value, roll 2D6+Strength for armour
penetraon.
Demiurg Missile Launcher
Demiurg missile launchers, commonly known as hives or
swarm launchers, are amongst the most advanced launcher
weapons in the galaxy and the technology used in their con-
strucon is a closely kept secret. The weapon itself houses sys-
tems for determining targets, range-nding and atmosphericcondions. Rather than a single, self-propelled, projecle used
in convenonal missile launchers, the rounds used by Demiurg
swarm launchers are made up of dozens of micro-warheads
equipped with miniaturized an-gravity drives and complex
guidance systems. The array of informaon collected by the
launcher are fed into the guidance systems of each warhead
along with the specic detonaon paern to be used.
The weapon releases the warheads rather than ring them.
Once the ring chamber is opened the guidance systems im-
mediately acvate and the warheads rush to their designated
target like a swarm of insects. Once they reach the target they
will behave in one of two detonaon paerns, predetermined
by the rer. In one of these paerns, the Burst paern, the
warheads swarm around and through the target area, work-
ing themselves into gaps in armour, and detonate in a cloud
of plasma-re and dark, black smoke. If programmed for the
second detonaon paern, the Thunderspear paern, the war-
heads focus on a single point on the target and stream towards
it like a thrusng spear. Each warhead detonates on contact
with the target producing a powerful, staggering stream of ex-
plosions that can tear through thick armour plates and punch
gruesome holes through unprotected enemies.
Demiurg Missile Launcher Range Strength AP Type
- Frag Missile 48” 4 5 Heavy 1, Blast
- Krak Missile 48” 8 3 Heavy 1
- Flak Missile 48” 7 4 Heavy 1, Skyre
WARGEAR
This secon of Codex: Demiurg Warhost lists the weapons and equipment used by the Demiurg Warhosts, along with the rules for
using them in your games of Warhammer 40,000.
Weapons and equipment that can be used by more than one type of model or unit are detailed here, while equipment that is
unique to a single model or unit (including wargear carried by named special characters) is detailed in the appropriate entry in the
Forces of The Demiurg secon.
Wargear
Ranged Weapons
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35Codex: Demiurg WarhostWargear
They are aliens, granted. But if ever I witness an-other creature so furiously keen to wipe out the greenskinned scum, it could be a ship’s plasma-rat and Iwouldn’t think twice about having them fight by myside.
Rogue Trader Ennumerius Skurien
Firestorm Missile System
This nightmarish weapon system is a most horric weapon for
enemy troops who nd that even the best of defences cannot
stop its rain of death from burning them alive with engulng
ames.
Firestorm Missile System 48” 5 4 Heavy 4, Blast, Barrage,
Ignores Cover, One Shot
Grenade Launcher
Grenade launchers are versale, man portable weapons capa-
ble of ring a range of deadly rounds. Each me the grenade
launcher res the controlling player can decide which round is
being used.
Grenade Launcher (Frag) 24” 3 6 Assault 1, Blast
Grenade Launcher (Krak) 24” 6 4 Assault 1
Ion Weapons
Ion weaponry generates a stream of high-energy parcles that
are accelerated by an electromagnec eld. These will react
explosively with the target as a result of direct transfer of en-ergy at the atomic level.
The ion weapons used by the Demiurg are one of the nest
examples of the technical experse that comes naturally to
them. The Demiurg have been able to reduce the size of the
parcle reactors created for the ion cannon, and so the weap-
ons themselves. The ion carbine is not only smaller than Impe-
rial rearms but has been calibrated to be more stable over
shorter ranges making it a weapon beer suited to combat in
the twisng passages of spacecra and labyrinthine tunnels of
mining complexes.
Ion pistols are the smallest ion weapons in the Demiurg arse-
nal, designed to be carried in one hand and small enough to be
used in the swirling melee of close combat.
Another product of the Demiurg’s experiments with ion
technology is the ion blaster. The weapon looks like a bulkier
version of the ion carbine. The extra space is taken up by more
powerful electrostac and magnec systems that increases the
weapon’s eecve range and focuses the stream of parcles
produced. While the rate of re is reduced the stream pro-
duced by the ion blaster is beer able to penetrate armour. A
larger version of the ion blaster, the heavy ion blaster, produc-
es stronger bursts of parcles at a staggering rate of re.
The mul-barrelled galing ion blaster uses the same ion
technology as much of the weaponry deployed by Demiurg
forces, but in a unique manner. Rather than the short bursts
red by other ion weapons the galing ion blaster res four
connuous steams of ions from rotang barrels. While the
individual streams are less powerful than the standard weap-
ons, the combined eects of the streams react violently with
each other as they spiral towards the target creang a much
more destrucve impact. The Tau Empire, using their knowl-
edge of the Ion Cannons gied to them by the Demiurg, have
aempted to create similar weapons but as yet have not beenable to rene the technology to the standard produced by the
Demiurg.
The pulse ion weaponry variant dieres from the more
common form in that rather than ring a stream of ionised
parcles they form the rogue ions into a dense ball, held by
a power eld, before ring. Upon impact with the target the
power eld generator at the ball’s centre deacvates, releasing
the stored ions in a devastang explosion.
The atomic destroyer is the pinnacle of parcle weapon
technology. In essence the weapon is four long-barrelled ionweapons combined to focus their re on a single point. Each
parcle beam has dierent properes that not only react
with the target, as other ion weapons do, but also with each
other. The careful combinaon of parcle streams contains the
explosive reacon within a controlled area, creang immense
penetrave potenal.
Range Strength AP Type
Atomic Destroyer 72” 9 2 Heavy 1, Ordinance
Galing Ion Blaster 24” 6 4 Heavy 4, Rending
Heavy Ion Blaster 24” 5 4 Heavy 1, Rending
Ion Blaster 24” 4 5 Assault 1, Rending
Ion Cannon 60” 7 3 Heavy 3
Ion Carbine 24” 4 5 Rapid Fire
Ion Pistol 12” 4 5 Pistol
Ion Pulse Cannon 48” 8 2 Heavy 2
Plasma Weapons
Unlike the Tech-priests of the Mechanicum, the Demiurg were
not afraid of experimenng with plasma technologies, includ-
ing weaponry. Where the plasma weapons of the Imperium are
poorly understood and maintained, those used by the Demiurg
are vastly more ecient, and reliable.
The Demiurg plasma carbine is signicantly dierent from
the Imperial plasma guns. They are more stable, making the
weapon much safer for the rer to use but the potency of the
plasma shot is lessened slightly. Following the same principals
that evolved the ion carbine, the plasma carbine foregoes
range for greater stability and accuracy over shorter distances.
Plasma pistols are the smallest variant in the plasma weapon
family. The destrucve fury is undiminished, although the
range and rate of re are less. Plasma cannons re a plasma
‘bolt’ that explodes on impact, generang the destrucve heat
of a small sun.
Range Strength AP Type
Demiurg Plasma Cannon 36” 6 2 Heavy 1, Blast
Demiurg Plasma Carbine 18” 6 2 Rapid Fire
Demiurg Plasma Pistol 12” 6 2 Pistol
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Codex: Demiurg Warhost36 Wargear
Close Combat Weapons
Rules for the following Melee weapons can be found in the
Warhammer 40,000 rulebook.
Close combat weapons
Power weapons
Thunder Hammer
Assault DrillThe Assault Drills used by the Demiurg are an example of
weaponry adapted from mining equipment. Powerful drills,
equipped with power elds that force away anything near its
surface, are used to tear into hard rock to extract ore, minerals
and anything else the Demiurg may want. In bale these As-
sault drills tear through the thickest armour with ease.
Runic Weapon
Runic weapons are not only superb close combat weapons but
act as a status symbol for the bearer. No Guild Engineer has the
knowledge or experse to create these weapons. The Ancestor
Spirits will somemes visit their most honoured descendants in
dreams and waking visions. It is through these visions that they
guide the hand of the Warrior in the forges to create the Runic
weapons. Producing crasmanship too ne for mortal skill, the
Warrior, possessed by the Ancestor Spirits, forges their mighty
weapon with intricate runes that glow with power. Into these
runes the Ancestors pour the ghng skills that can be drawn
upon by the wielder in the heat of bale. These weapons are
oen called Ancestor Weapons due to the origin of their cras-
manship and the gi of experience they bestow upon those
who carry them onto the baleeld.
Sennel Spear
The Ironguard oen march into bale weilding shimmeringspears that can propell a burst of energy. This form of runic
weapon seems to be unique to the Ironguard. A sennel spear
is both a ranged and close combat weapon.
Weapon Strength AP Type
Assault Drill x2 2 Melee, Armourbane, Specialist Wepaon,
Unwieldy
Runic Wepaon +2 3 Melee, Runic Weapon, Specialist Wepaon
Sennel Spear* +2 3 Melee, Runic Weapon, Specialist Wepaon
Runic Weapon: Aacks made in Close Combat with runic weapons are re-
solved at +1 Weapon Skill.
*Sennel Spears may be red in the Shoong phase as an Ion Blaster.
Breach Shields
Shields are a common sight amongst Demiurg warriors, and
many clans favour their use. Unlike the shilds of ancient days,
the Demiurg breach shields are constructed from incredibly
tough alloys that can easily withstand the weapons of the
41st millennium. The breach shields, so named due to their
eecve use in defending breached tunnel complexes, oer afurther level of defence for Demiurg Warriors.
Models equipped with a Breach Shield gain a 3+ Armour Save.
A Breach Shield also count as a Close Combat Weapon. A
model armed with a ranged weapon with the Heavy type, or
a close combat weapon that requires two hands, cannot be
equipped with a Breach Shield.
Carapace Armour
The standard issue Carapace Armour worn by Demiurg war-
riors is made from overlapping composite ceramic-alloy plates
laid over an energy absorbing layer of fabrics designed to keepthe wearer’s body temperature at a constant level. These suits
were commonly worn by Demiurg miners working in areas
of high or low temperatures that were not at the extremes
required to wear exo-armour environmental suits, and by en-
gineers working in the colossal forges of the Strongholds, and
helped stop them from experiencing heat stroke, frostbite and
any number of related symptoms.
Carapace Armour of any design confers a 4+ Armour Save on
the wearer.
Exo-Armour
One of the most iconic images of the Demiurg at war are the
elite warriors clad in exo-armour. Developed from environ-
mental suits worn by miners working in the most extreme
environments, exo-armour is made from an alloy unique to the
Demiurg. This alloy is far tougher than anything in the Imper-
ium, giving a considerable degree of protecon, rivalling the
renowned taccal dreadnought armour worn by the Termina-
tors of the Adeptus Astartes.
Exo-armour confers +1 Iniave and a 2+ Armour Save upon
the wearer. Models in Exo-Armour also have the Bulky special
rule.
Repulsor Shield
During Close Combat, once all aacks have been made by both
sides, Ironguard equipped with Repulsor Shields may acvate
them. When acvated, any enemy infantry units engaged with
the Ironguard take a Strength test. If the test is passed nothing
happens.
If the test is failed, all models in the unit are pushed so that
they are 1” away from all models from the Ironguard unit that
acvated the shields. if there are no enemy models le within
1”, the Close Combat immediately ends, and models are no
longer engaged.
Note that because this is resolved before calculang combat
resoluon neither side will have won or lost the combat, so
neither side need take a Break Test, make Fall Back moves, etc.
Armour
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37Codex: Demiurg WarhostWargear
Rules for the following vehicle upgrades can be found in
the Warhammer 40,000 rulebook.
Extra Armour
Searchlight
Smoke Launchers
Automated Fire SystemThe Demiurg are masters of sophiscated programming and
specialise in arcial intellegences.
Weapons red by an automated re system do so at Ballisc
Skill 3 and may re at several dierent targets. Weapons red
by an automated re system are not eected by Crew Shaken
of Crew Stunned results on the Vehicle Damage Chart. When
a vehicle may take an Automanted Fire System is will note in
brackets which armament it controls.
Blast Shield
Guns equipped with a blast shield increase their toughness
value to 8.
Gun Emplacement
Models equipped with a gun emplacement gain a 5+ Cover
Save but this will be lost if the unit moves. Models equipped
with a gun emplacement must always be deployed at the be-
ginning of the game, even in games where the models would
normally have to be held in reserve.
Seismic Mine
Demiurg tunnelling vehicles can be equipped with Seismic
Mines. These mines are dropped behind the Tunneller as it
burrows under the baleeld and detonates once the vehicleis at a safe distance. The psychological eect Seismic Mines
has on enemy units is great as the fear of being aacked at
anyme, anywhere, aects their morale.
To use a seismic mine place the blast marker anywhere on the
table and roll for scaer as normal, do not deduct the vehicle’s
Ballisc Skill from the scaer distance. Note that this weapon
may only be used when the vehicle is in Reserve, not when it is
deployed on the baleeld.
Weapon Strength AP Type
Special 3 - Ordinance Barrage 1, Large Blase, SeismicShockwave
Demiurg Vehicle Equipment
You people do well at war because you treat it as a
religion. We do well because we treat it like a busi-ness. It is just a matter of outlook.
Warlord Hargir son of Brond, Gruben Stronghold
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Codex: Demiurg Warhost38
Rules for the following grenades can be found in the War-
hammer 40,000 rulebook.
Frag grenades*
Krak grenades
Melta bombs
*See assault grenades
Ancestor StoneWhen the Demiurg were forced to ee from the ravaging Tyra-
nid hordes many took small stones as reminders of their home.
On every Hold Ship, at the centre of the Lord’s Court stands
a pedestal. Resng upon that pedestal is a block of stone en-
graved with the names of the Lord’s ancestors running back to
the Age of Betrayal. On occasion a Lord will take the Ancestor
Stone into bale, bearing it with pride upon their chest. Such a
tangible link to their revered Ancestors inspires great pride in
the descendants.
The model bearing an Ancestor Stone, and any unit they have
joined, gain the And They Shall Know No Fear special rule.
Bionics
When a model equipped with Bionics is reduced to zero
Wounds place the model on its side instead of removing it from
play. At the beginning of the owning player’s next turn roll
a D6. If the result is a 6 the model is stood back up with one
Wound remaining. On any other result the model is removed
from play.
Clan Standard
For the Demiurg, duty, honour and kinship are the most potent
and dening aspects of their culture. To ght beneath the
colours of their revered Warlord is a great privilege and theywill ght all the harder, bolstered by the presence of the Clan
Standard. Standard bearers hold posions of great respect
amongst their kin as their duty is to safeguard the symbol of
the Clan’s pride and honour.
Friendly Demiurg units with one or more models within 12” of
the Clan Standard may re-roll failed Morale and Pinning tests.
In addion, the unit containing the standard bearer counts as
scoring one extra wound in close combat for the purposes of
calculang the assault result. A Hearthguard unit that con-
tains the Clan Standard cannot be split as per the Royal Dues
special rule.
Fabricator Harness
Demiurg engineers have the uncanny ability to design and
build tools on the spot for the task at hand. The fabricator
harness acts as a portable tool shop that the engineer can
program to produce the tools they need.
An engineer equipped with a fabricator harness may aempt
to repair a single damaged vehicle they are in base to base
contact with at the start of the shoong phase. To determine
whether a repair is successful roll a d6. On a 1 to 4 the aempt
has failed, on a 5 or 6 the aempt has passed. A successful
aempt may be used to repair a single Immobilised or Weapon
Destroyed result, chosen by the engineer’s owning player.
Wargear
Special Issue Wargear
Grav-chute
It is common for Enforcer Kindreds to drop into bale amidst
their foes equipped with grav-chutes. While lacking the power
of jump packs they are able to slow their descent just before
they reach the ground.
Models equipped with grav-chutes may be deployed using theDeep Strike rules. When models equipped with grav-chutes
Deep Strike they only scaer D6” instead of the usual 2D6”.
Guild Bike
For some Demiurg the thrill of tearing across the baleeld
aboard powerful motorbikes never goes away.
Models equipped with a Guild Bike change their Unit Type to
Bike. A Guild Bike is equipped with a twin-linked ion carbine.
Guild TrikeModels equipped with a Guild Trike change their Unit Type
to Bike. A Guild Trike taken as poart of a Guild Bike Secon is
equipped with a single heavy weapon.
Refractor Field
As projecles, whether solid or otherwise, near the bearer of a
Refractor Field the power eld detects it and instantly solidies
the air in its path. Although this gives considerable protecon
there is sll a chance that the bearer may be hit by shrapnel or
caught in secondary detonaons before the Refractor Field is
able to detect the new threats.
A model equipped with a Refractor Field gains a 5+ Invulnera-
ble Save. When arllery is equipped with a Refractor Field both
the gun and crew gain the 5+ Invulnerable Save.
Storm Field
The Demiurg Storm Field was developed from the Storm Shield
oen given to Terminators of the Astartes. Rather than being
projected around a shield, the Demiurg version projects the
considerable protecve power outward, forming a bubble
around the bearer.
A model equipped with a Storm Field gains a 4+ InvulnerableSave against ranged aacks and a 3+ Invulnerable Save in close
combat.
Targeng Module
Guild Engineers are expert arllerymen and may join the gun
crews just like any other unit. Any Support Weapon crew
joined by a Guild Engineer equipped with a Targeng Module
may use the engineer’s Ballisc Skill instead of their own.
Do not think we bear you any ill-will. You were sim- ply in the right place at the right time or the wrongtime from your point of view.
Warlord Thargrim, The Red
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39Codex: Demiurg WarhostWargear
The Grimhold League Homeworld Stone
Instead of bearing the names of a Lord’s ancestors, this Ances-
tor Stone bears the names of all of the lost Homeworlds of the
Grimhold League. While the league system no longer exists,
the descencents of the League’s Homeworlds hold their lost
kin in special reverence, and this stone holds great power for
them.
The bearer, and any unit they join, gain the Fearless special
rule.
The Runic Standard of Fleet Bellock
In the early days of the Age of Renewal, there was no common
consensus on what should be done. While the majority of the
newfound eets wished to remain hidden in the void to rebuild
their race’s strength, there were others who were determined
to return to reclaim the lost Homeworlds immediately and
seek vengeance against the tyranid eet that destroyed them.
Fleet Bellock was one such eet, and led an incursion into theank of the now retreang Tyranid hive eet. Their fule strike
drove a deep wedge into a thick tendril and wreaked terrible
damage upon the enemy, but even such losses were as noth-
ing to the vast scale of the enemy eet and Bellock’s warships
were swily surrounded and cut o. Only a few scaered
survivors managed to escape the slaughter, let by the mortally
wounded bearer of the Fleet Standard. While the eet was ut-
terly destroyed, the lesson had been learned, and the remain-
ing Demiurg would remain hidden. The standard itself had
become imbued by the souls of the dead of Fleet Bellock, and
the runes it bears glow with the fury of their hatred.
The Runic Standard of Fleet Bellock counts as a Clan Standard.
In addion, the bearer and any unit they join may choose to re-
roll any To Hit and To Wound rolls made during the rst round
of each close combat against Tyranids.
The Legacy of Golgotha
This ancient Demiurg-craed power weapon was carried into
bale by the legendary Imperial Inquisitor Horst as he led an
allied force to retake Armageddon Prime from the forces of
Chaos during the First Armageddon War. Horst was on the
nearby Demiurg world of Golgotha upon hearing of the inva-
sion of Armageddon. He swily gathered his allies there andmade haste to the stricken world, where he and his Demiurg
allies were victorious, banishing legions of bloodthristy dae-
mons back to the Abyss. Horst showed his characterisc sense
of honour, as he saved his allies from the Inquision’s betrayal
of the brave soldiers who fought to retake the world.
The Legacy of Golgotha is a power weapon with the following
prole. In addion, against Daemons, to-wound rolls of a 6
made with this weapon count as Instant Death regardless of
the enemy’s Toughness.
Weapon Strength AP Type
The Legacy of Golgotha User 2 Melee
Chalan’s Mask of Bier Loathing
Chalan fought many great bales against the Orks during the
Age of Wars aer their betrayal, and the pain and rage of those
mes ate away at his very soul unl his face became xed in a
snarl of pure hatred. As the wars went on, bale upon bale,
Chalan was lost to wrath and his face hardened into a mask of
solid rock. Finally, upon defeang the Warboss that had de-
stroyed his home, Chalan’s body gently fell to ashes with a sigh
or release. All that remained was his stone features. Since the
me of the true Chalan, during the Age of Wars, the Mask has
been work by many in their struggles again the Greenskins.
The bearer of the Mask is immune to Fear, and causes Fear
against Orks.
The Guardsmen kept their heads down and concentrated on staying alive. Surrounded on three sides by the advanc-ing Orks, their every move was rewarded by heavy fire. Lieutenant Mortix and Commissar Granden were bothdead, and the survivors of the Second Platoon huddled into a group, using what cover there was and preparing tosell their lives dearly.
Sergeant Torvin looked up from his communicator. “Command’s sending some reinforcements!” He bellowed above
the noise. “We’ve just got to sit tight for a few more minutes, then we start our advance!” Trooper Brendon lookedup wearily.
“What have they got left to send us?” He asked. “Land Raiders? We’ll need some real firepower to cut throughthese greenskins.”
The Sergeant smiled. Not quite Land Raiders, no,” He said, “Squats.”
“Squats? We’ll need half a Company to get out of this alive, let alone push forward!”
Even as Brendon spoke over to the right there was a noise like a dozen thunderstorms at once. Four mobs of Orkswent down like wheat in a hurricane, and the others instinctively turned and dun in against the new threat.
Sergeant Torvin smiled again as the snarl of half a dozen bulk-motors grew louder. Through the smoke, the silhou-ettes of a formation of heavy weapons trikes raced toward the Second Platoon, raining death on the Ork positions.
“We’ve got our firepower.”
Fleet Relics
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Codex: Demiurg Warhost40 Spirit Powers
1 - DISRUPTION Warp Charge 1
The Ancestor Spirits roam the baleeld, invisible to all but
the Living Ancestors, seeking out enemy psykers and disrupng
their connecon to the Warp, oen weakening their defence
against the daemons who constantly seek to enter the material
realm through them.
Disrupon is a blessing that targets the Psyker. While the
power is in eect, the Warp Charge cost of psychic powers castby enemy psykers within 24” of the Living Ancestor is increased
by 1.
2 - AURA OF STABILITY Warp Charge 1
The power of the Ancestors ows around the Living Ances-
tor, weakening the inuence of the Dark Gods and the Warp.
Within this area of stability psykers nd the source of their
power distant and obscured.
Aura of Stability is a blessing that targets the Psyker and all
friendly units within 12”. While the power is in eect, and en-
emy Psyker wishing to target one of the aected units must roll
a 5+ to harness a Warp Charge instead of the usual 4+.
3 - SPECTRAL HOUND Warp Charge 1
The Living Ancestor calls upon the aid of the Cu Sidh; a giant
hound from the spirit realm. Legend tells that the shaggy,
green furred beast is a silent hunter, tasked with taking the
dead to the Spirit Realm. An aspect of the Cu Sidh comes into
being by the Living Ancestor’s side and, at a word from its new
master, dashes forwards to reap the souls of his enemies.
Spectral Hound is a focused witchre power with the following
prole.
Range Strength AP Type
Spectral Hound 12” 5 4 Assault D6
PSYCHIC POWERS
4 - MIGHT OF AGES Warp Charge 1
The Living Ancestor draws upon the might of the Spirits, feeling
their grasp upon his own. Weapons become light as air as the
strength of their Ancestors lls their muscles.
Might of Ages is a blessing that targets the Psyker. The Living
Ancestor increases the Strength (S) characterisc on their Unit
Prole by 2.
5 - ROCK FORM Warp Charge 1
The skin of the Living Ancestor thickens and toughens, taking
on a stony appearance. The stony skin joins with the Living
Ancestor’s rock hard bones and through their feet into the
ground; the Living Ancestor literally becomes a part of the
ground beneath their feet.
Rockform is a blessing that ltargets the Psyker. While the
power is in eect the Living Ancestor adds +1 to its Toughness
value.
6 - FURY OF THE ANCESTORS Warp Charge 1
The power of the Spirits ow through the Living Ancestor’sbody, infusing them with supernatural speed. They move faster
then would normally be possible, becoming a blur of moon,
tearing through the enemy.
Fury of The Ancestors is a blessing that targets the Psyker.
While this power is in play, the Living Ancestor increases the
Iniave (I) characteriscs on their Unit Prole by two, and
gains the Fleet Universal Special Rule. The Living Ancestor must
run during the Shoong Phase and charge during the Assault
Phase if there is an enemy unit within range.
FORCE DOME War Charge 2A Force Dome is a barrier that can be created by a Living An-
cestor, through which nothing may pass.
Force Dome is a psychic power that may be cast during the
Shoong Phase of the owning player’s turn. This power lasts
unl the beginning of the owning player’s next turn.
Pick any point within 12” of the Living Ancestor, models may
not move, use psychic powers or make aacks of any kind
through the edge of an area 5” in diameter around the target
point in all direcons, This area is the Force Dome. Line of sight
may sll be drawn through this area. Models within the area
may act normally but any movement, shoong and psychic
powers will be contained within the Force Dome.
SPIRIT POWERSLiving Ancestor spirit powers work in the same way as Psychic
Powers. Demiurg Psykers may instead generate powers from
the Divinaon and Telepathy disciplines detailed in the War-
hammer 40,000 rulebook.
The Force Dome Spirit Power is granted to Ancestor Lords in
addion to any other powers chosen as normal.
PRIMARIS POWERNULL BARRIER Warp Charge 1
The Living Ancestor forms the power of the Spirits into a bar-
rier of stability around themselves that is impervious to the
devices of the Warp.
Null Barrier is a blessing that targets the Psyker. While the
power is in eect, the Living Ancestor and any unit they have
joined pass Deny the Witch rolls on a 2+.
Of all the races of the universe the Squats have thelongest memories and the shortest tempers. They areuncouth, unpredictably violent and frequently drunk.
Overall, I’m glad they’re on our side.
Report to the Imperial Guard High Command (Thuro)
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41Codex: Demiurg Warhost
“What...!” Bawled Thrund Redbeard as he sprang from his ornately carved throne scattering ale mugs and spillingtheir contents over the floor. The feasting Demiurg fell suddenly quiet.
“It’s true Lord Thrund, by my father’s beard.” Scowled the messenger, a squint-eyed, ruddy-faced, black-maned Demiurg by the name of Honest Magam Magrog.
“Curse those damned green skinned scum!” Yelled the Demiurg Lord. He spat upon the floor in disgust and turnedhis sullen gaze upon the silent Demiurg revellers who had only a moment before been drinking, singing and tellingstories of their heroic exploits.
“Shall we muster the Clans, Lord? Asked Dorak Ironhead, Thrund’s most esteemed general and the only Demiurgknown to have beaten him in a formal drinking contest. Suddenly, the hall was filled with the clanking sound ofweapons being drawn and readied. One Demiurg a little worse for drink yelled an incoherent oath and a couple ofwild bolt shots rang out, punching holes in the grimy ceiling.
“Naa...” Groaned Thrund, “It’s only an Ork invasion, not the end of the planet. “We’ll give them a while to tirethemselves out crossing the Blighted Waste and chasing the Chrome Miners.”
The assembled Demiurg nodded sagely at these words and began to fondle their ale mugs impatiently. The silencewas quite unbearable and the Demiurg were beginning to feel uncomfortably thirsty.
“More beer!” Yelled Thrund, “More beer! I’m parched as a sand toad’s nadgy bits.” The massive Demiurg Lordwaved his huge fists in the air and laughed loudly. “For Grungni’s sake,” he cried, “will someone bring me morebeer!”
A massive drunken cheer went up as several ale casks appeared and the Demiurg got stuck into some serious drink-ing. A loud and vulgar song was struck up by Dorak Ironbeard, who was well known to have the best and loudestvoice in the entire Hold, and soon the ale was flowing freely once more. Tomorrow they would march to war and
the Orks would regret the day they landed in Thrund’s Stronghold. Thrund raised his foam-flecked lips from his gigantic tankard and looked at his brawling warriors. He smiled to himself as he muttered into his ale.
“Those Orks stand no chance, no chance at all!”
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Codex: Demiurg Warhost42
Enforcer Kindred
Warrior Kindred
Sapper Kindred
Kroot Carnivore Kindred
Gallery
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43Codex: Demiurg Warhost
Spoer Team
Kroot Stalker Kindred
Kroot Tracker Kindred
Krootox Herd
Gallery
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Codex: Demiurg Warhost44
Hearthguard
Hearthguard Support Squad
Thunderer Kindred
Support Weapon Baery
Gallery
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45Codex: Demiurg Warhost
Warlord with Assault Drill
Thunderer
Hearthguard with Ion Blaster Lord with Power Weapon
Thunderer
Cu Sidh Bale Tank
Ironguard
Gallery
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Codex: Demiurg Warhost46
The following army list enables you to eld a Demiurg Warhost
and ght bales using the scenarios included in the Warham-
mer 40,000 rulebook.
Using the Army ListThe Demiurg army list is split into ve secons: HQ , Elites,
Troops, Fast Aack and Heavy Support. All of the squads, ve-
hicles and characters in the army are placed into one of these
secons depending upon their role on the baleeld. Each
model is also given a points cost, which varies depending on
how eecve that model is in bale.
Before you choose an army, you will need to agree with your
opponent upon the type of game you are going to play and the
maximum total number of points each of you will spend. Then
you can proceed to pick your army.
Using a Force Organisaon ChartThe army list is used in conjuncon with the force organisaon
chart from a scenario. Each chart is split into ve categories
that correspond to the secons in the army list, and each
category has one or more boxes. Each grey-toned box indicates
that you may make one choice from that secon of the army
list, while a dark-toned box indicated a compulsory selecon.
This army list is primarily designed for use with the Stand-
ard Missions from the Warhammer 40,000 rulebook. I have
included the chart used for Standard Missions below. This army
list may be used in conjuncon with other missions and sce-
narios that use the force organisaon charts, but please note
that play balance may be aected if they are used for anythingother than a Standard Mission.
DEMIURG ARMY LIST
Army List EntriesEach entry in the army list represents a dierent unit. More
informaon about the background and rules for the Demiurg
and their opons can be found in the Forces of the Demiurg
secon, while informaon and examples of miniatures you will
need to represent them can be found in the Creang a Demi-
urg Army secon.
Each unit entry in the Demiurg army list is split into several
secons:
Unit Name: At the start of each army list entry you will nd the
name of the unit alongside the points cost of the unit without
any upgrades.
Unit Prole: This secon will show the prole of any models
the unit can include.
Unit Composion: Where applicable, this secon will showthe number and type of models that make up the basic unit,
before any upgrades are taken.
Unit Type: This secon refers to the Warhammer 40,000 Unit
Type rules chapter. For example, a unit may be classed as infan-
try, vehicle or cavalry, which will subject it to a number of rules
regarding movement, shoong, assault, etc. If a Unit Type box
indicates the word ‘Unique’ you may only include one of this
unit in your army.
Wargear: This secon details the weapons and equipment
the models in the unit are armed with. The cost for all thesemodels and their equipment is included in the point cost listed
next to the unit name.
Special Rules: Any special rules that apply to the models in
the unit are listed here. These special rules are explained in
further detail in either the Forces of the Demiurg secon or
the Universal Special Rules secon of the Warhammer 40,000
rulebook.
Opons: This secon lists all of the upgrades you may add to
the unit if you wish to do so alongside the associated points
cost for each. Where an opon states that you may exchange
one weapon ‘and/or’ another, you replace either, neither orboth provided you pay the points cost.
Characters And Other FleetsYou’ll noce that the named characters in the Demiurg
Warhost army list are drawn from specic Stronghold Fleets,
but they can sll be used in the same army. This represents
the common occurrence of dierent Demiurg armies ghng
alongside one another. Alternavely you can use the model
and rules of a named character to represent a hero of another
Stronghold Fleet - for example, using the rules for Guild Lord
Donald son of Ragnal as a Guild Master of great renown from a
dierent Fleet, even one of your own design, you just need tocome up with a new name.
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47Codex: Demiurg Warhost
Ranged Weapons
A model may replace their ion pistol and/or Melee weapon
with one of the following.
• Ion Blaster 5 pts
• Inferno Pistol 15 pts
• Demiurg Plasma Pistol 15 pts
Melee Weapons
A model may replace their ion pistol and/or Melee weapon
with one of the following.
• Power Weapon (Axe or Maul) 15 pts
• Thunder Hammer 20 pts
• Assault Drill (Models in Exo Armour Only) 20 pts
• Runic Weapon 30 pts
Heavy Weapons
A model may replace their ion carbine with one of the follow-
ing.
•
Heavy Ion Blaster 10 pts• Missile Launcher (with frag & krak missiles) 10 pts
ͳ May also take ak missiles 10 pts
• Heavy Flamer 10 pts
• Galing Ion Blaster 20 pts
• Mul-Melta 20 pts
• Demiurg Plasma Cannon 20 pts
• Ion Pulse Cannon 30 pts
Special Weapons
A model may replace their Melee weapon or ion carbine with
one of the following.
• Flamer 5 pts
• Grenade Launcher 5 pts
• Meltagun 15 pts
• Demiurg Plasma Carbine 15 pts
Special Issue Wargear
A model may take up to one of each of the following.
• Ancestor Stone (Lord only, 1 per army) 20 pts
• Bionics 5 pts
• Melta bombs 5 pts
• Breach Shield 10 pts
• Refractor Field 10 pts
• Storm Field 20 pts
• Grav-chute 5 pts
Fleet Relics
Only one of each Fleet Relic may be taken per army.
• The Grimhold League Homeworld Stone 20 pts
• The Runic Standard of Fleet Bellock 25 pts
• The Legacy of Golgotha 40 pts
• Chalan’s Mask of Bier Loathing 15 pts
Vehicle Equipment
A model can take up to one of each of the following.
• Seismic Mines (Termites Only) 20 pts
• Extra Armour 15 pts
• Smoke Launchers 10 pts
• Searchlight 5 pts
DEMIURG WARGEAR LIST
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Codex: Demiurg Warhost48
Ancestor Lord Ruairi Redmane Points: 260
WS BS S T W I A Ld Sv Unit Type Unit Composion Page
Ruairi Redmane 6 5 5 4 4 5 4 10 2+ Infantry (Character) 1 (Unique) 23
Wargear:
•Armour of The Ages
• Spear of Taranis
• Frag & Krak Grenades
Special Rules:
•Eternal Warrior
•Grudge Bearer
• Independent Character
• Psyker (Mastery Level 3)
•Ascendant Spirit
• Stubborn
•Supreme Commander
• Foresight
•Adamanum Will
•Night Vision
• SquatPsyker:
Ruairi Redmade knows all of the pow-
ers from the Spirit Powers discipline,
including the Force Dome and Domi-
naon powers.
Domnail son of Ragnal, Guild Lord of Fleet Fellmire Points:140
WS BS S T W I A Ld Sv Unit Type Unit Composion Page
Domnail 3 5 4 4 3 4 3 10 2+ Infantry (Character) 1 (Unique) 24
Wargear:
• Exo-Armour
• Refractor Field
• Twin-Linked Ion Carbine
• Thunder Hammer
• Frag & Krak Grenades
• Bionics
Special Rules:
•Arllery Commander
• Eternal Warrior
• Independent Character
•Adamanum Will
•Night Vision
• Squat
HQ
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49Codex: Demiurg Warhost
Living Ancestor Points: 75
WS BS S T W I A Ld Sv Unit Type Unit Composion Page
Ancestor Lord 5 4 4 4 3 4 3 10 4+ Infantry (Character) 1 Living Ancestor 25
Living Ancestor 4 4 4 4 2 3 2 10 4+ Infantry (Character)
Wargear:• Carapace Armour
• Ion Pistol
• Close Combat Weapon
• Frag & Krak Grenades
Special Rules:• Eternal Warrior
•Grudge Bearer
• Independent Character
• Psyker
•Mastery Level 2 (Ancestor Lord)
•Mastery Level 1 (Living Ancestor)
• Stubborn
• Supreme Commander
• Foresight
•Adamanum Will
•Night Vision
• Squat
Opons:•May be upgraded to an Ancestor Lord for 25pts
•May replace ion pistol with an ion carbine for free
•A Living Ancestor may may take items from the Ranged Weapons, Melee
Weapons, Special Weapons, Special Issue Wargear and/or Fleet Relics lists.
•May be equipped with Bionics for 5pts
•May exchange their Carapace Armour for Exo-Armour for 20ptsPsyker:
Living Ancestors may generate powers
from the Spirit Powers discipline, or
them from the Divinaon or Telepathy
disciplines.
Lord Points: 50WS BS S T W I A Ld Sv Unit Type Unit Composion Page
Warlord 5 5 4 4 3 3 3 10 4+ Infantry (Character) 1 Lord 25
Lord 4 4 4 4 2 3 2 10 4+ Infantry (Character)
Wargear:
• Carapace Armour
• Ion Pistol
• Close Combat Weapon
• Frag & Krak Grenades
Opons:
•May be upgraded to a Warlord for 25pts
•May replace ion pistol with an ion carbine for free
•A Lord may may take items from the Ranged Weapons, Melee Weapons, Special Weapons, Special Issue Wargear and/
or Fleet Relics lists.
•A Warlord may exchange their Carapace Armour for Exo-Armour for 20ptsSpecial Rules:
• Independent Character
• Stubborn
•Adamanum Will•Night Vision
• Squat
HQ
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Codex: Demiurg Warhost50
Guild Engineer Points: 50
WS BS S T W I A Ld Sv Unit Type Unit Composion Page
Guild Master 3 5 4 4 3 3 2 10 4+ Infantry (Character) 1 Guild Engineer 26
Guild Engineer 3 5 4 4 2 3 2 9 4+ Infantry (Character)
Wargear:• Carapace Armour
• Ion Carbine
• Close Combat Weapon
• Frag & Krak Grenades
Opons:•May be upgraded to a Guild Master for 15pts
•A Guild Engineer may may take items from the Ranged Weapons, Melee Weapons, Special Weapons, and/or Special
Issue Wargear lists.
•A Guild Master may replace their Carapace Armour with Exo-Armour for 20pts
•May be given the Siege Specialist special rule for 15pts
•May be equipped with any of the following:
ͳ Guild Trike for 20pts
ͳ Fabricator Harness for 10pts
ͳ Targeng Module for 15pts
Special Rules:
• Independent Character
•Adamanum Will
•Night Vision
• Squat
•Arlleryman
Hearthguard Points: 80
WS BS S T W I A Ld Sv Unit Type Unit Composion Page
Hearthguard 4 4 4 4 1 3 2 10 4+ Infantry (Character) 5 Hearthguard 27
Wargear:
• Carapace Armour
• Ion Blaster
• Close Combat Weapon
• Frag & Krak Grenades
Opons:
•May add up to 5 extra Hearthguard for 16pts each
•Any may take items from the Ranged Weapons, Melee Weapons and/or Special Issue Wargear lists.
•Up to 5 models may take items from the Special Weapons list.
• The enre unit may exchange their carapace armour for exo-armour for 10pts per model:
•One model may be given the Clan Standard (Max one per army) for 15pts
Transport:
May take a Spartan, Termite or Pegasus
Special Rules:
• Stubborn
• Royal Dues
•Adamanum Will
•Night Vision
•Squat
Ironguard Points: 150
You may eld up to one Ironguard unit per Warlord
WS BS S T W I A Ld Sv Unit Type Unit Composion Page
Loremaster 5 4 4 4 1 4 3 10 2+ Infantry (Character) 1 Loremaster 27
Ironguard 4 4 4 4 1 4 2 10 2+ Infantry 4 Ironguard
Wargear:
• Exo-Armour (bonuses included in
prole)
• Ion Blaster
• Power Weapon (Axe or Maul)• Refractor Field
• Frag & Krak Grenades
Special Rules:
• Stubborn
•Adamanum Will
•Night Vision
• Squat
Opons:
• The whole unit may replace their Ion Blasters and Power Weapons with
Repulsor Shields and Sennel Spears for 20pts per model
•Up to 2 models may replace their Ion Blaster with a Demiurg Plasma Carbine
or Meltagun for 10pts each.•Any may replace their Power Weapon with one of the following:
ͳ Thunder Hammer for 10pts
ͳ Assault Drill for 15pts
•One may be given the Clan Standard (one per army) for 15pts
ELITES
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51Codex: Demiurg Warhost
Crusader Reconnaissance Group Points: 150
WS BS S T W I A Ld Sv Unit Type Unit Composion Page
Crusader 3 3 5 5 2 4 2 6 3+ Infantry 3 Crusaders 28
Wargear:
•Heavy Ion Blaster
•Assault Drill
Opons:
•May add up to 2 extra Crusaders for 50pts each
• The whole unit may be equipped with a Refractor Fields for 10pts per model
•Any may replace their Heavy Ion Blaster with one of the following:
ͳ Missile Launcher or Heavy Flamer for freeSpecial Rules:
• Fearless
• Relentless
• Scout
• Spoer
Cataphract Bale Robot Points: 110
WS BS S T W I A Ld Sv Unit Type Unit Composion Page
Cataphract 3 3 5 6 3 4 2 6 2+ Monstrous Creature 1 Cataphract 28
Wargear:
•Assault Drill
•Heavy Ion Blaster
Opons:
•May be equipped with a Refractor Field for 20pts
•May replace the Assault Drill with one of the following:
ͳ Missile Launcher or Heavy Flamer for free
ͳ Galing Ion Blaster, Mul-Melta or Demiurg Plasma cannon for 10pts
ͳ Ion Cannon or Ion Pulse Cannon for 20pts
•May replace the Heavy Ion Blaster with one of the following:
ͳ Missile Launcher or Heavy Flamer for free
ͳ Galing Ion Blaster, Mul Melta or Demiurg Plasma cannon for 10pts
ͳ Ion Cannon or Ion Pulse Cannon for 20pts
Special Rules:
Fearless
Castellan Siege Robot Points: 130
WS BS S T W I A Ld Sv Unit Type Unit Composion Page
Castellan 3 3 5 6 3 4 2 6 2+ Monstrous Creature 1 Castellan 28
Wargear:
Castellan only:
• 2 Assault Drills
• 2 Flamers (1 built into each As-
sault Drill arm)
Opons:
•May be equipped with a Refractor Field for 20pts
•May replace either of the Assault Drills with Thunder Hammers for free
•May replace the built-in Flamers with one of the following:
ͳ Heavy Flamers or Meltaguns for 10pts
ͳ Mul-Meltas for 30ptsSpecial Rules:
Fearless
Sapper Kindred Points: 80
WS BS S T W I A Ld Sv Unit Type Unit Composion Page
Elder 3 4 4 4 1 3 2 9 4+ Infantry (Character) 1 Elder 28
Clansman 3 4 4 4 1 3 1 8 4+ Infantry 4 Clansmen
Wargear:
• Carapace Armour
• Ion Carbines
• Close Combat Weapons
• Frag & Krak Grenades
Opons:
•May add up to 5 extra Clansmen for 16pts each
•Any may be replace their Close Combat Weapon with a Breach Shield for 3pts per model
• The whole unit may be equipped with Melta-Bombs for 5pts per model
• For every 5 models in the unit, up to 2 Clansmen may take items from the Special Weapons list.
• For every 5 models in the unit, one Clansman may replace their Ion Carbine with one of the following:
ͳ Heavy Flamer for 10pts
ͳ Mul-melta for 20pts
•An Elder may may take items from the Ranged Weapons, Melee Weapons and/or Special Issue Wargear lists.
Transport:
May take a Spartan or Termite
Special Rules:
•Undermining
•Adamanum Will
•Night Vision
• Squat
Demiurg Army List
ELITES
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Codex: Demiurg Warhost52
Warrior Kindred Points: 55
WS BS S T W I A Ld Sv Unit Type Unit Composion Page
Elder 3 4 4 4 1 3 2 9 4+ Infantry (Character) 1 Elder 29
Clansman 3 4 4 4 1 3 1 8 4+ Infantry 4 Clansmen
Wargear:• Carapace Armour
• Ion Carbines
• Close Combat Weapons
• Frag & Krak Grenades
Opons:•May add up to 5 extra Clansmen for 10pts each
•Any may be replace their Close Combat Weapon with a Breach Shield for 3pts per model
• For every 5 models in the unit one Clansman may replace their Ion Carbine with one of the following:
ͳ Flamer or Grenade Launcher for 5pts
ͳ Demiurg Plasma Carbine for 10pts
ͳ Meltagun for 15pts
•An Elder may may take items from the Ranged Weapons, Melee Weapons and/or Special Issue Wargear lists.
Transport:
May take a Spartan or Termite
Special Rules:
•Mercenaries
•Adamanum Will
•Night Vision
• Squat
Oathbreaker Kindred Points: 50
WS BS S T W I A Ld Sv Unit Type Unit Composion Page
Oathbreaker 4 3 4 4 1 4 1 8 4+ Infantry 5 Oathbreakers 29
Wargear:
• Carapace Armour
• Pair of Close Combat Weapons
• Frag & Krak Grenades
Opons:
•May add up to 5 extra Oathbreakers for 10pts each
•Any may replace either of their Close Combat Weapons with an ion pistol for 2pts.
•Any may replace either of their Close Combat Weapons with a breach shield for 3pts.
•Any may may take items from the Melee Weapons list.
Transport:
May take a Spartan or Termite
Special Rules:
•Adamanum Will
•Night Vision
• Squat
Enforcer Kindred Points: 55
WS BS S T W I A Ld Sv Unit Type Unit Composion Page
Elder 3 4 4 4 1 3 2 9 4+ Infantry (Character) 1 Elder 29
Clansman 3 4 4 4 1 3 1 8 4+ Infantry 4 Clansmen
Wargear:
• Carapace Armour
• Pair of Ion Pistols
• Frag & Krak Grenades
Opons:
•May add up to 5 extra Clansmen for 10pts each
• The enre unit may be equipped with Grav-chutes for 5pts per model
•Any may replace one of their Ion Pistols with a Breach Shield for free
• In addion to the opons above, the Elder may replace both Ion Pistols with a pair of Inferno Pistols or Demiurg Plasma
Pistols for 15pts
• The Elder may take items from the Special Issue Wargear list
Transport:
May take a Pegasus
Special Rules:
•Gun Fighter
• Inltrate
•Adamanum Will
•Night Vision
• Squat
TROOPS
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53Codex: Demiurg Warhost
Guild Bike Secon Points: 60
WS BS S T W I A Ld Sv Unit Type Unit Composion Page
Engineer 3 4 4 5 1 3 1 9 4+ Bike (Character) 1 Engineer 30
Guildsman 3 4 4 5 1 3 1 8 4+ Bike 2 Guildsmen
Wargear:• Carapace Armour
• Ion Carbine
• Close Combat Weapons
• Frag & Krak Grenades
•Guild Bike
Opons:•May add up to 2 extra Guildsmen for 20pts each
• The Engineer may take items from the Ranked Wepaons, Special Wepaons and/or Special Issue Wargear lists.
•Up to two Guildsmen may replace their Guild Bike with a Guild Trike
•Guildsmen equipped with Guild Trikes must select one weapons from the Heavy Weapons list.
Special Rules:
• Scout
•Adamanum Will
•Night Vision
• Squat
Iron Hawk Close Support Gyrocopter Points: 70
BS Front Sides Rear Hull Points Unit Type Unit Composion Page
Iron Hawk 4 10 10 10 2 Vehicle (Skimmer, Fast) 1 Iron Hawk 30
Wargear:
•Galing Ion Blaster
Opons:
•May add up to 2 extra Iron Hawks for 80pts each
•May add the Spoer rule for 10pts per modelSpecial Rules:
• Scout
FAST ATTACK
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Codex: Demiurg Warhost54
Thunderer Kindred Points: 55
WS BS S T W I A Ld Sv Unit Type Unit Composion Page
Elder 3 4 4 4 1 3 2 9 4+ Infantry (Character) 1 Elder 31
Clansman 3 4 4 4 1 3 1 8 4+ Infantry 4 Clansmen
Wargear:• Carapace Armour
• Ion Carbines
• Close Combat Weapons
• Frag & Krak Grenades
Opons:•May add up to 5 extra Clansmen for 10pts each
•Any may be replace their Close Combat Weapon with a Breach Shield for 3pts per model
•Up to 4 Clansmen may each take one weapon from the Special Weapons and/or Heavy Weapons lists.
•An Elder may may take items from the Ranged Weapons, Melee Weapons and/or Special Issue Wargear lists.
Special Rules:
•Adamanum Will
•Night Vision
• Squat
Support Weapon Baery Points: 80
WS BS S T W I A Ld Sv Unit Type Unit Composion Page
Clansman 3 4 4 4 1 3 1 8 4+ Arllery 3 Clansmen 31
Gun - - - 7 2 - - - 3+ Arllery 1 Gun
Wargear:
• Carapace Armour
• Ion Pistols
Opons:
•May add up to 2 extra Guns, with Crew, for 80pts each
•All Guns in a baery must be of the same type, chosen from the following:
ͳ Thudd Gun, Mole Mortar or Thunderre AA Gun for free
ͳ Atomic Destroyer for 20pts per Gun
•May take any of the following:
ͳ Gun Emplacement for 10pts per Gun
ͳ Blast Shields for 20pts per Gun
ͳ Up to 3 extra Clansmen per Gun for 10pts each
Special Rules:
•Adamanum Will
•Night Vision
• Squat
Spoer Team Points: 46
You may include one Spoer Team per Support Weapon Baery. They do not take up any slots on the Force Organisaon Chart but are otherwise treated as aseparate Hevay Support unit.
WS BS S T W I A Ld Sv Unit Type Unit Composion Page
Elder 3 4 4 4 1 3 2 9 4+ Infantry (Character) 1 Elder 31
Clansman 3 4 4 4 1 3 1 8 4+ Infantry 2 Clansmen
Wargear:
• Carapace Armour
• Ion Carbines
• Close Combat Weapons
• Frag & Krak Grenades
Opons:
•Any may exchange their Ion Carbine for a Sniper Rie for 10pts
Special Rules:
• Spoer
•Adamanum Will
•Night Vision
• Squat
Tarantula Sentry Group Points: 25
BS Front Side Rear Hull Points Unit Type Unit Composion Page
Tarantula 3 10 10 10 2 Vehicle (Immobile) 1 Tarantula 32
Wargear:
• 2 Heavy Ion Blasters
•Grav Chute
Opons:
•May add up to 2 extra Tarantulas for 25pts each
•May replace the Heavy Ion Blasters with Ion Pulse Cannons for 20pts
Special Rules:
•Automated Fire System
HEAVY SUPPORT
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55Codex: Demiurg Warhost
Cait Sidh Tank Destroyer Points: 80
BS Front Sides Rear Hull Points Unit Type Unit Composion Page
Cait Sidh 4 13 12 10 3 Vehicle (Tank) 1 Cait Sidh 32
Wargear:
•Hull-mounted Atomic Destroyer
Opons:
•May have one of the following as a Secondary Armament (turret): ͳ Heavy Ion Blaster for 15pts
ͳ Missile Launcher for 20pts
•May take items from the Vehicle Equipment list.
Special Rules:
• Automated Fire System (Secondary
Armament)
Cu Sidh Bale Tank Points: 140
BS Front Sides Rear Hull Points Unit Type Unit Composion Page
Cu Sidh 4 14 14 14 4 Vehicle 1 Cu Sidh 32
Wargear:
• Twin-linked Ion Cannon
Opons:
•May replace the Twin-linked Ion Cannon with one of the following:
ͳ Twin-linked Ion Pulse Cannon for 20pts
ͳ Twin-linked Atomic Destroyer for 40pts
•May have one of the following as a Secondary Armament (sponsons):
ͳ 4 Heavy Ion Blasters for 30pts
ͳ 2 Missile Launchers for 20pts
ͳ 2 Ion Pulse Cannons for 40pts
•May take items from the Vehicle Equipment list.
Special Rules:
•Automated Fire System (Secondary
Armament)
Iron Eagle Gunship Points: 100
BS Front Sides Rear Hull Points Unit Type Unit Composion Page
Iron Eagle 4 12 12 12 3 Vehicle (Skimmer) 1 Iron Eagle 32
Wargear:
• Balecannon
Opons:
•May replace the Balecannon with an Ion Cannon for free•May be equipped with a Twin-linked Ion Pulse Cannon for 15pts
•May be equipped with one of the following:
ͳ Twin-linked Ion Pulse Cannon for 20pts
ͳ Twin-linked Ion Cannon or two Melta-rockets for 30pts
ͳ Firestorm Missile System for 35pts
Special Rules:
• Transport Capacity - 1 (Tarrantula)
Conqueror Bale Robot Points: 180
WS BS S T W I A Ld Sv Unit Type Unit Composion Page
Conqueror 3 4 6 8 4 4 2 6 2+ Monstrous Creature 1 Conqueror 28
Wargear:
• Twin-linked Missile Launcher
Opons:
•May be equipped with a Refractor Field for 20pts
•Must take two weapons from the Heavy Weapons list; both weapons must be the same.Special Rules:
• Fearless
HEAVY SUPPORT
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Codex: Demiurg Warhost56
Spartan Points: 50
BS Front Sides Rear Hull Points Unit Type Unit Composion Page
Spartan 4 12 12 10 3 Vehicle (Tank, Transport) 1 Spartan 33
Wargear:
•Heavy Ion Blaster
Opons:
•May replace the Heavy Ion Blaster with one of the following: ͳ Missile Launcher for 10pts
•May take items from the Vehicle Equipment list.Special Rules:
• Transport Capacity - 12
• Fire Ports - 2 (Top Hatch)
•Access Points - 3 (sides, rear)
Termite Points: 80
BS Front Sides Rear Hull Points Unit Type Unit Composion Page
Termite 4 12 11 10 3 Vehicle (Tank, Transport) 1 Termite 33
Wargear:
• Smoke Launchers
Opons:
•May take items from the Vehicle Equipment list.
Special Rules:
• Tunneller
• Transport Capacity - 12
• Fire Ports - None
•Access Points - 1 (All Round)
Pegasus Rapid Inseron Cra Points: 100
BS Front Sides Rear Hull Points Unit Type Unit Composion Page
Pegasus 4 12 12 10 3 Vehicle (Skimmer, Transport) 1 Pegasus 30
Wargear:
• Twin-linked Ion Cannon
Opons:
•May replace the Twin-linked Ion Cannon with one of the following:
ͳ Twin-linked Ion Pulse Cannon for free ͳ Firestorm Missile System for 15pts
Special Rules:• Transport Capacity - 12
• Fire Ports - None
•Access Points - 2 (sides)
TRANSPORT VEHICLES
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57Codex: Demiurg WarhostDemiurg Summary
Demiurg ProlesWS BS S T W I A Ld Sv
Ruairi Redmane 6 5 5 4 4 5 4 10 2+
Domnail 3 5 4 4 3 4 3 10 3+
Ancestor Lord 5 4 4 4 3 4 3 10 4+
Living Ancestor 4 4 4 4 2 3 2 10 4+
Warlord 5 5 4 4 3 3 3 10 4+
Guild Master 4 5 4 4 3 3 2 10 4+
Guild Engineer 3 5 4 4 2 3 2 9 4+
Lord 4 4 4 4 2 3 2 10 4+
Loremaster 5 4 4 4 1 4 3 10 2+
Ironguard 4 4 4 4 1 4 2 10 2+
Hearthguard 4 4 4 4 1 3 2 10 4+
Crusader 3 3 5 5 2 4 2 6 3+
Cataphract 3 3 5 6 3 4 2 6 2+
Castellan 3 3 5 6 3 4 2 6 2+
Conqueror 3 4 6 8 4 4 2 6 2+
Clansman 3 4 4 4 1 3 1 8 4+
Elder 3 4 4 4 1 3 2 9 4+
Oathbreaker 4 3 4 4 1 4 1 8 4+
Brigid 5 5 4 4 2 4 2 10 6+
Engineer 3 4 4 5 1 3 1 9 4+
Guildsman 3 4 4 5 1 3 1 8 4+
Demiurg Vehicle ProlesBS Front Sides Rear Hull Points
Cait Sidh 4 13 12 10 3
Cu Sidh 4 14 14 14 4
Iron Eagle 4 12 12 12 3
Iron Hawk 4 10 10 10 2
Pegasus 4 12 12 10 3
Spartan 4 12 12 10 3
Tarantula 3 10 10 10 2
Termite 4 11 11 10 3
Demiurg Ranged Weapons ProlesWeapon Range Strength AP Type
Atomic Destroyer 72” 9 2 Heavy 1, Ordinance
Inferno Pistol 6” 8 1 Pistol, Melta
Demiurg Missile Launcher
- Frag Missile 48” 4 5 Heavy 1, Blast
- Krak Missile 48” 8 3 Heavy 1
- Flak Missile 48” 7 4 Heavy 1, Skyre
Demiurg Plasma Cannon 36” 6 2 Heavy 1, Blast
Demiurg Plasma Carbine 18” 6 2 Rapid Fire
Demiurg Plasma Pistol 12” 6 2 Pistol
Firestorm Missile System 48” 5 4 Heavy 4, Blast, Barrage,
Ignores Cover, One Shot
Flamer Template 4 5 Assault 1
Galing Ion Blaster 24” 6 4 Heavy 4, Rending
Grenade Launcher (Frag) 24” 3 6 Assault 1, Blast
Grenade Launcher (Krak) 24” 6 4 Assault 1
Heavy Flamer Template 5 4 Assault 1
Heavy Ion Blaster 24” 5 4 Heavy 1, Rending
Ion Blaster 24” 4 5 Assault 1, Rending
Ion Cannon 60” 7 3 Heavy 3
Ion Carbine 24” 4 5 Rapid Fire
Ion Pistol 12” 4 5 Pistol
Ion Pulse Cannon 48” 8 2 Heavy 2
Meltagun 12” 8 1 Assault 1, Melta
Mole Mortar 12-60” 5 5 Heavy 1, Large Blast, Bar-
rage, Seismic Shockwave
Mul-melta 24” 8 1 Heavy 1, Melta
Seismic Mine Special 3 - Ordinance 1, Barrage,
Large Blast, Seismic
Shockwave
Sniper Rie 36” X 6 Heavy 1, Sniper
Thudd Gun 12-60” 5 5 Heavy 4, Blast, Barrage,
Pinning, Shell Shock, Slow
to Reload
Thunderre AA Gun 60” 6 4 Heavy 4, Skyre
Demiurg Melee Weapons ProlesWeapon Strength AP Type
Assault Drill x2 2 Melee, Armourbane, Specialist Wepaon,
Unwieldy
Power Axe +1 2 Melee, Unwieldy
Power Maul +2 4 Melee, Concussive
Runic Wepaon +2 3 Melee, Specialist Wepaon, +1 WS
Sennel Spear +2 3 Melee, Runic Weapon, Specialist Wepaon
Thunder Hammer x2 2 Melee, Concussive, Specilist Weapon,
Unwieldy
DEMIURG SUMMARY
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Codex: Demiurg Warhost58
Atomic Annihilator
Range Strength AP Type
120” D 2 Heavy 1
Bombard Heavy Siege Mortar
Range Strength AP Type
36”-240” 8 3 Ordinance 1, Barrage,
7” Blast
Doomsday Cannon
The doomsday cannon is amongst the most powerful weap-
ons in the Demiurg arsenal, designed to law waste to enre
city sectors. Such is the power of this weapon that the force
of its impact punches straight through the most formidable ofdefences.
Range Strength AP Type
24”-200” Special Special Ordnance 1, 10” Blast,
Macro Weapon
Heavy Ion Pulse Cannon
Range Strength AP Type
120” 8 3 Heavy 1, Large Blast,Special*
Galing Ion Cannon
Range Strength AP Type
60” 7 3 Heavy 10
Goliath Mega Cannon
Range Strength AP Type
48” to
Unlimited
D 2 Ordnance 1, Barrage,
Apocalypse Barrage (8)
Inferno Gun
To re the Inferno Gun place the Hellstorm template so that the
narrow end is within 18” of the weapon and the large end is no
closest to the weapon than the narrow end. The Inferno Gun is
then treated like any other template weapon.
Range Strength AP Type
Hellstorm 7 3 Heavy 1
Macro Weapons
The Demiurg are known to bring the most devastang weap-
ons to bear on the baleeld. More commonly mounted on
starships, macro weapons are unbelievably powerful. Such is
the greatness of a macro weapon’s power that even the most
powerful defences oer no protecon against them.
Any models hit by a weapon that has Macro Weapon in their
Type are automacally removed from play, losing all of their
remaining wounds, gargantuan creatures lose D6 wounds, with
no saves of any kind allowed.
Vehicles hit by a macro weapon are destroyed and removed
from play. Super heavy vehicles suer D3 Structure Points of
damage. Any vehicles equipped with void shields will lose any
remaining void shields before damage is resolved.
Melta Bombs
Range Strength AP Type
48” 8 1 Heavy 1, Large Blast,
Melta
Plasma Missile
Range Strength AP Type
Unlimited 6 2 Heavy 1, Barrage,Apocalypse Barrage
(6), One Shot
Skyhammer An-aircra Gun
The Demiurg Skyhammer is one of the most powerful land-
based air defence weapons in existence.
Range Strength AP Type
120” 9 3 Heavy 3
Thunderer CannonThunderer cannons re enormous incendiary rounds
Range Strength AP Type
60” 10 2 Ordnance 1, 10” Blast,
Ignores Cover
APOCALYPSE WARGEAR
This secon of Codex: Demiurg Warhost lists the weapons and equipment used by the Demiurg Warhosts, along with the rules for
using them in your games of Warhammer 40,000: Apocalypse.
Apocalypse Wargear
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59Codex: Demiurg Warhost
Armoured Underside
The underside of large Demiurg aircra and orbital landers are
heavily armoured to protect against the stresses of atmospher-
ic entry and against enemy an-aircra re.
Models with an Armoured Underside will have a second set
of Armour Values, shown in brackets, that are used againstground based weapons re while airborne, and against close
combat aacks when landed.
Cargo Pod
The Carryall may be equipped with an armoured cargo pod.
This pod can be used to transport all kinds of materiel and
personnel.
The cargo pod has a transport capacity of one small vehicle
or 40 troops. The cargo pod may be deployed when the Car-
ryall lands and is treated as a seperate model from that pointon and counts an immobile tank with Armour Value 14 on all
sides. Any model transported may disembark as soon as the
cargo pod is deployed, although they may choose not to do so.
Models may also choose to embark upon the cargo pod
Landing Pad
Any friendly skimmers, or yers with the Hover Mode special
rule, may land on a landing pad. If they do so then the skimmer
may not be targeted by enemy aacks, and any aacks that hit
the skimmer, due to scaering blast weapons for example, will
be resolved against the vehicle equipped with the landing pad.
While on a landing pad a landing pad a skimmer may not re
any weapons or use any special rules they may have, nor may
they move other than to leave the landing pad, aer which the
skimmer may act as normal.
In addion, when a skimmer lands on a landing pad it may
be rearmed. This means that any weapons with the One-shot
special rule, such as Hellstrike Missiles, will be replenished and
may be used again.
Reconnaissance Gyrocopter
The Gyrocopter that always accompanies a Colossus into bale
is chosen from the Iarann Iolair Gyrocopter listed in Codex: De-
miurg Warhost, paying the points for it as normal. In addion
to the unit’s normal rules the Reconnaissance Gyrocopter also
has the Spoer special rule.
APOCALYPSE WARGEAR
Apocalypse Wargear
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Codex: Demiurg Warhost60
Colossus Points: 3000
Special Rules:
Structure Points - 6
Void Shields - 6
Access Points - 1 (rear), 2 (sides)
Landing Pad
BS Front Sides Back
Colossus 4 14 14 14
Composion:1 Colossus
1 Iron Hawk
Wargear:Doomsday Cannon
Thunderer Cannon
2 Thunderre AA Guns
4 Plasma Missiles
8 Balecannons
16 Heavy Ion Blasters
Landing Pad
Reconnaissance Gyrocopter
Unit Type:
Super Heavy Tank
Leviathan Points: 2000
Special Rules:
Structure Points - 6
Void Shields - 3
Transport Capacity - 150Fire Points - 40
Access Points - 1 (rear), 6 (sides)
Command Vehicle
BS Front Sides Back
Leviathan 4 14 14 14
Composion:
1 Leviathan
Wargear:
Doomsday Cannon
Balecannon
2 Thunderre AA Guns
6 Lascannons
12 Twin-linked Heavy Ion Blasters
Unit Type:
Super Heavy Tank
Hellbore Points: 1000
Special Rules:
Tunneller
Structure Points - 3
Void Shields - 3Transport Capacity - 100
Fire Ports - None
Access Points - 1 (rear), 6 (Sides)
BS Front Sides Back
Hellbore 4 14 13 13
Composion:
1 Hellbore
Wargear:
Unit Type:
Super Heavy Tank
Overlord Armoured Airship Points: 500
Special Rules:
Structure Points - 3
Void Shields - 2
Armoured Underside
BS Front Sides Back
Overlord 4 12(14) 12(14) 12(14)
Composion:
1 Overlord
Wargear:
6 Balecannons (AA Mount)
4 Ion Cannons
8 Melta Bombs
6 Twin-linked Heavy Ion Blasters
Unit Type:
Super Heavy Flyer
APOCALYPSE UNITS
Apocalypse Units
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61Codex: Demiurg Warhost
Land Train Points: 1000
Opons:
• May add extra Bale Carriages for ***pts each
• Each Bale Car must select one of the following types
ͳ Transport - Adds Transport Capacity 50, Fire Ports 20 and Access Points 4
ͳ Bombard - Adds 1 Thunderer Cannon to the Bale Carriage’s wargear
ͳ Skyhammer AA - adds 1 Skyhammer AA Gun to the Bale Carriage’s
wargear
ͳ Support - adds Support Weapon Baery to the Bale Carriage’s wargear
ͳ Inferno - adds 1 Inferno Cannon to the Bale Carriage’s wargear
BS Front Sides Back
Engine 4 14 14 14
Bale Carriage 4 14 14 14
Composion:
1 Engine
1 Bale Carriage
Wargear:
Engine:
Doomsday Cannon
4 Balecannons
8 Twin-linked Heavy Ion Blasters
Bale Carriage:
2 Twin-linked Heavy Ion Blasters
Unit Type:
Super Heavy Tank
Special Rules:
Engine:
Structure Points - 3
Void Shields - 2
Combined Defences
Bale Carriage:
Structure Points - 2
Void Shields - 1
Carryall Points: 500
Opons:
BS Front Sides Rear
Carryall 4 12(14) 12(14) 12(14)
Composion:
1 Carryall
Wargear:
Galing Ion Cannon
2 Heavy Ion Pulse Cannons
6 Melta-rocketsUnit Type:Super heavy Flyer
Special Rules:
Stricture Points - 3
Armoured Underside
Hover
APOCALYPSE UNITS
Apocalypse Units
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Demiurg Vehicle ProlesBS Front Sides Rear Structure
Points
Void
Shields
Colossus 4 14 14 14 6 6
Leviathan 4 14 14 14 6 3
Hellbore 4 14 13 13 3 3
Land Train Engine 4 14 14 14 3 2
Bale Carriages 4 14 14 14 2 1
Overlord 4 12(14) 12(14) 12(14) 3 2
Carryall 4 12(14) 12(14) 12(14) 3
Demiurg Weapons ProlesWeapon Range Strength AP Type
Bombard Heavy Siege Mortar 36”-240” 8 3 Ordinance 1, Barrage,
7” Blast
Doomsday Cannon 24”-200” Special Spe-
cial
Ordnance 1, 10” Blast,
Macro Weapon
Heavy Ion Pulse Cannon 120” 8 3 Heavy 1 Blast, Rending
Galing Ion Cannon 60” 7 3 Heavy 10
Goliath Mega Cannon 48” to
Unlimited
D 2 Ordnance 1, Barrage,
Apocalypse Barrage (8)
Inferno Gun Hellstorm 7 3 Heavy 1
Melta Bombs 48” 8 1 Heavy 1, Large Blast, Melta
Plasma Missile Unlimited 6 2 Heavy 1, Barrage,
Apocalypse Barrage (6),
One Shot
Skyhammer AA Gun 120” 9 3 Heavy 3
Thunderer Cannon 60” 10 2 Ordnance 1, 10” Blast,
Ignores Cover
APOCALYPSE SUMMARY